The main question is, does the creator of a game have final say in what the game is?
In the last decade or so, there's been more and more push to have "choice" in games.
This choice is an illusion.
No, let's be more blunt: this choice is a lie.
Let me explain.
In almost every example of fiction, there's a three or four act structure. There's a beginning and an end. There's the hero's journey, or examples of the monomyth. Game developers have been eschewing typical narrative storytelling in favor of presenting an illusion of choice, stating time and again, "This is your story, this is your game." But the truth is, it's neither. When a story provide four points of difference - four choices - those choices are not true decisions: they are slight deviations from linearity, which will then regroup onto major plot points. These plot points, just like the decisions, are scripted. Certain details might change - who the characters involved are, who lives, who dies - but they aren't substantial enough to state that your tale is independent from anyone else's.
Nate DaZombie and I have been having a bit of a discussion about the nature of this type of story, particularly relating to Mass Effect 3.
In essence, he believes that the endings weren't adequate. I don't know how he qualifies that.
For me, the endings were significant. I can say that I've read a great deal of classic sci-fi, I'm a writer, and I study English literature in school. I did not find the ending lacking. Remember that "unexplained" does not mean "plot hole" when it comes to story.
I've pulled the following quote from Nate's original post in another thread in order to respond to it without taking up unnecessary space.
The closure that you expected wasn't there. That doesn't mean there isn't closure.Nate DaZombie wrote:Because it doesn't make sense. If you'd like to get into semantics, fine, it doesn't need to be done. But we've all poured dozens of hours into this story, shouldn't there be some closure? What happened to the galaxy? Did my crew survive? Did I really make an impact? Did I even have a choice? What colored explosion is the best? (it's red)Drewsov wrote: Why, exactly, does it need to be done?
Everything else is explained.
Your crew survives, as shown in the original ending. The impact that you made is shown in a significant post-credits sequence.
Your choices were established, but in the scope of Mass Effect's ultimate philosophical statement, you had no impact. The insignificance of humanity in the grand scheme of things - this is part of a philosophy called cosmicism - is one of the overarching themes of the series as a whole.
So, to answer your question, you never had a choice. Not from the very first game.
The ending wasn't broken.There wouldn't have been an internet outcry if the ending wasn't broken, and I'm normally the last person to complain about an ending.Drewsov wrote:Because you didn't understand it? Or because there was internet outcry?
Your questions above show your misunderstanding of the ending as a whole.
It makes sense because exposition is something that occurs far too often in gaming.I understand the idea there, but exactly how does that make sense? I get it, leave room for sequels, let the reader/player decide (in their mind) how things play out, have a thought provoking ending, etc... But don't you care in the least about what happened to everyone else? I do.Drewsov wrote:The best fiction - and that's what Mass Effect 3 is, a fiction - doesn't explain things. It just lays them out. The reader interprets those things.
Gamers as a whole are used to it. It's not about sequels. It's not about unanswered questions. It's about art being more than just what's explicitly stated, and it seems that you're failing to understand that in spite of the ending showing everything it needed to show, and doing so beautifully.
I remember when I saw No Country for Old Men in the theatre.Compared to what it is currently, yeah, I would prefer a Hollywood ending. What would have been best though, is if BioWare would have ignored the fans and worked to make a true ending.Drewsov wrote:What I gather you wanted instead was a Hollywood ending, where everything was explained. But since it wasn't - and in the Extended Cut, still isn't - it needs to be fixed.
If you've never seen it, here's the ending (don't worry, the rest of the movie is brilliant enough to see, and this really isn't spoiling anything):
After that amazing sequence, the theatre was silent. Then, someone broke the silence: "That was it?"
Yes, that was it. It's not a Hollywood ending. It doesn't provide a lot of resolution for the story. But then, not all endings have to provide resolution. A story just ends. The original author of No Country, Cormac McCarthy, didn't end it much differently. The brilliance of the ending is that it's a meditation on death, it's a study on growing old, and it deals with the impact of violence.
Most gamers don't want that sort of thing in their games. They want everything explained. Looks like you're one of those people (and there's nothing wrong with that), but don't go on about the "true" ending. Bioware's decision to release the extended cut was like putting a big middle finger in the air towards the complaining gamers. It proved that the true ending is exactly what they released, which means you have no room to complain about the endings.
They said what they wanted to say and what the story demanded they say.
It was finished.I'm not saying they should pander to the audience, I'm saying they need to finish the ending.Drewsov wrote:Let me put it this way: authorial intent should have no concern for the audience. The author is god, and the universe that an author creates is a deistic place. The author creates things and lets things unfold, but does not intervene. The audience observes, but must be impartial, at least in the author's eyes, or the piece loses meaning.
So what I'm saying is, you're wrong.
What bluff was called?I've since watched the endings, and they're not that bad. Generic, maybe, but not horrible. Why blame the audience for calling BioWare's bluff? They promised A TON of things about the ending, and they had a reason to be let down.Drewsov wrote:The extended cut was without soul. It was a terrible thing, and it robbed one of the most brilliantly flawed endings its sense of purpose and place. And it's the audience's fault.
I'm sorry, but honestly, I really get the impression that you don't understand story at all. Your comments also give me the impression you have a very rudimentary idea of how game development works.