There are probably a few ME3 spoilers in the podcast. I try to keep it to a minimum.
This guy (http://www.youtube.com/watch?v=4H_A7SeawU4) does a good job explaining some of the common gripes with the ME ending. I don't agree with all of them, and as I mentioned I was relatively satisfied with my ending, though I made up another that made more sense to me.
And this guy: http://www.rockpapershotgun.com/2012/03/14/mass-effect-3-the-end-of-an-epic/
I forgot to mention Silent Hill in the podcast. Silent Hill is an excellent example of games that reward exploration. By exploring the town (which is necessary to progress) you get more story, some of it obvious (the cult) some not so (the executioners and pyramid head). And your story is formed by how you play; though most of the story is the same throughout, the ending is dependent on how you've played. No obvious choices are presented (dialogue is not chosen) but if you are aggressive and rush through, you get a negative ending. Take your time and avoid unnecessary fights, and you get a positive ending. This also depends on how you view the character: I saw James (Silent Hill 2) as a man who very badly wanted to do the right thing. Others saw him as a monster, others as a victim, or in-between. My story reflected my character and gameplay, and the same is true for others. In Heavy Rain, I saw Ethan, the main character, as desperate but weak. Because of this, he was not able to save his son. Others saw him as strong and determined. This is the power of games as stories; they are not just "choose your own adventure" books, they are complete, powerful stories that differ from one player to the next.
This guy (http://www.youtube.com/watch?v=4H_A7SeawU4) does a good job explaining some of the common gripes with the ME ending. I don't agree with all of them, and as I mentioned I was relatively satisfied with my ending, though I made up another that made more sense to me.
And this guy: http://www.rockpapershotgun.com/2012/03/14/mass-effect-3-the-end-of-an-epic/
I forgot to mention Silent Hill in the podcast. Silent Hill is an excellent example of games that reward exploration. By exploring the town (which is necessary to progress) you get more story, some of it obvious (the cult) some not so (the executioners and pyramid head). And your story is formed by how you play; though most of the story is the same throughout, the ending is dependent on how you've played. No obvious choices are presented (dialogue is not chosen) but if you are aggressive and rush through, you get a negative ending. Take your time and avoid unnecessary fights, and you get a positive ending. This also depends on how you view the character: I saw James (Silent Hill 2) as a man who very badly wanted to do the right thing. Others saw him as a monster, others as a victim, or in-between. My story reflected my character and gameplay, and the same is true for others. In Heavy Rain, I saw Ethan, the main character, as desperate but weak. Because of this, he was not able to save his son. Others saw him as strong and determined. This is the power of games as stories; they are not just "choose your own adventure" books, they are complete, powerful stories that differ from one player to the next.