Hevva said:
The British advertising watchdog says that the endings and the adverts match up just fine.
Bleh. I smell rage coming on.
Hevva said:
Although the claim [http://www.escapistmagazine.com/videos/view/jimquisition/5548-Changing-A-Games-Ending-And-Destroying-Art] several irritated fans made to the British Advertising Standards Agency (ASA) during the fracas which alleged that EA and BioWare had "misled" fans by touting how player choice would "shape the outcome" of the trilogy. Now, having deliberated on the matter, the ASA has ruled that EA and BioWare did not mislead anyone in their advertising.
According to the ASA, a total of three "complainants" brought forward official complaints about the advertising. Their case, says the agency, came down to deciding whether or not the statements in the game's pre-launch advertising (things like "the decisions you make completely shape the experience" and "your choices drive powerful outcomes") were "misleadingly exaggerated" by EA and BioWare.
In deciding its verdict of "claim not upheld," the agency took into account the various potential endings of Mass Effect 3, which it describes as being "thematically quite different," in addition to all of the smaller choices the player makes on their way to that final point.
Maybe it's just because I'm American, but when my middle school English teacher was telling us the meaning of the term 'theme,' it didn't mean 'coloration.'
Hevva said:
In the game, all of these things are underpinned by the player's Effective Military Strength (EMS) score, which changes depending on what the player does in-game. These factors, coupled with the variables involved in the genophage affair and the Geth/Quarian conflict, led the ASA to rule on the side of the developers.
The EMS score? You mean the thing that included stuff like 'Citadel Defense Force'? Yeah. That's a
great example.
Funny thing, though: stuff like curing the genophage and resolving the geth/quarian conflict? I didn't feel like any of that was reflected in-game. I expected the offensive being launched as a diversion during the endgame to differ dramatically depending on how you played. Mercenaries and their mechs being slowly overwhelmed, only for geth to be hot-dropped in as reinforcements...human pilots being pushed to the brink by skies filled with Reaper interceptors to suddenly receive aid from veteran quarian fighters...that sort of thing. I'd be shocked to discover that anything about the final hour or so of the game was different depending on your choices, save which NPCs you get to talk with before the endgame.
Hevva said:
That's that, it would seem. The ASA says that players were given enough choice based on what they were told they would get; EA's advertising department can sleep easy, and we can all get back to either forgetting and/or reminiscing about the endings as we so choose until the Extended Cut [http://www.escapistmagazine.com/news/view/116661-BioWare-Announces-Post-Ending-DLC-for-Mass-Effect-3-Updated] DLC appears this summer (at which point we'll either start the whole process over, or cry tears of space-joy and agree to just all be friends again. Here's hoping for the latter, right?).
Well, I didn't expect this to go much of anywhere to begin with, and I certainly didn't expect it to address the root of the problem: Bioware ruined the entire Mass Effect trilogy for me.
I'm not being melodramatic, either. I won't pretend to speak for other gamers, but the endings presented in ME3 managed to sour me to ME1, 2,
and 3. When ME2 was about to come out, I replayed ME1 a third time, just for the hell of it. And when ME3 was on the rise, I made sure I had at least one ideal Paragon and one ideal Renegade Shep ready to import, and fully prepared to even replay parts of the previous game if it meant changing things in the latest one.
Instead...I admit, I was angry at first, but then I was just tired. I wanted to just put the whole series behind me. This was a shock when I realized what that meant, given how invested I had been in the series. I spent who knows how many hours playing the first two games, and then when I reached only one completion of ME3...the universe felt dead to me.
Imagine a game where you play as a bank robber. You and a team of cohorts storm a bank, take a dozen hostages, and one even wires the building with explosives when police respond too fast and in too much force. You're holed up in a veritable fortress, but it can just as easily become your tomb.
Throughout the game, you need to negotiate with the police to buy your team time to (hopefully) find a way out, keep the hostages in a state of compliance, and attend to the individual members of the team. Each person, be they hostage, criminal, or cop, has their own story to tell, and you can't hope to hear them all during just one playthrough. Even the negotiator, who you'll probably only know by his voice for most playthroughs, will have layers to peel back and see if only you take the time and push the right buttons. The hostages may even come to sympathize with your plight, trying to appeal to your humanity to get everyone out alive, or even becoming willing to help you escape.
Now, in all that, imagine that there's one member of your team who never takes off his mask for the entire game and has virtually no dialogue. He's always just a background character, and you don't really pay him any mind because even if you did, you wouldn't find anything other than something like "Come back later, I'm busy," or "I'd rather not talk now."
Now imagine that no matter how you play the game, as soon as the endgame is reaching its climax, this previously inconsequential and basically unintroduced character sets off the explosives and kills everyone in the bank. Maybe if you played the game extra-special-well, you get a three-second epilogue of your character taking a breath amidst the rubble.
Get my point? No matter how wonderful the journey might be,
the destination still matters, because in a video game or any other storytelling medium, it can dictate if you want to go through that journey again. And why should you? Your choices will be meaningless. Maybe some people will be alive, dead, or just reacting differently when Mr. Diablous Ex Machina snaps and blows everyone to kingdom come. You didn't shape the conclusion: the conclusion was an explosion that erased any reason for your prior actions, and then some rubble. Does it matter if I'm daring him to set off the charges or diving towards the detonator to try and stop him?
Bioware gave us a game that promised to unfold like an inverted pyramid: a single starting point that branched into numerous potential endpoints. But then it simply repeated the pattern halfway through and became a diamond: a single starting point that branches into numerous potential midpoints, but then gradually folds itself back into a single ending.
That's how Mass Effect's ending affected me: it retroactively took away what I had invested in one of my favorite franchises without even giving me back the time I spent on it.