The whole artistic integrity arguement is a load of crap, artistic integrity goes out the window then a guy walks up to you and hands you a cheque, these guys arent working for the glory of artistic recognition its for a pay cheque, if they are told, pull that scene we dont have time in the game, and the person just goes ok, artistic integrity is gone, this is an industry they sell their skill to that business and they use their skills the way they want, or they dont get paid, if you want real artistic integrity, go freelance and work for yourself and make your own choices about your own work. The first person to leak about the game will be about the only person who has an integrity at all in this.
But where is the line then? Art has always been about finding a balance between commercialism and artistic vision. And videogames are far from the only medium where the story and plot are created by a number of people working together. Even if you go freelance - you're still trying to get paid for your work.
Michelangelo didn't paint the Sistine Chapel for free, after all. (Heck, he didn't even want the job originally - and the poor guy who hired him never even lived to see it finished.)
If I don't like how the upcoming Avengers movie ends - do I now have a right to call up Joss Whedon and demand that he change it for me? (Though, obviously, that'll never happen - as Joss is God...

)
That's why the whole "are videogames art" thing gets brought into this. Because if games are art: then either I now have a right to demand creative control over movies, books, and paintings - or videogames should have the same protection.
(And again - I'm not saying
anything against being
critical of a work. Or even returning the game to the store, or deciding to never again support the work of an artist who's done you wrong.)
I just wonder where the line gets drawn here. If fans have a prerogative to demand ret-cons for a videogame, then can it be art?
It didn't bother you that the rachni reappear, even if you wiped them out in ME1? It didn't bother you that they have no effect on the end? It didn't bother you that were almost no consequence to keeping vs. destroying the collector base in ME2? Saving the base v. destroying it nets you an extra 10 galactic readiness points. Isn't that unbelievably lazy? Isn't the whole idea of the crucible a lazy plot contrivance? Dozens of races adding pieces to a machine when they have no idea how it functions? Isn't it unbelievable lazy that Shep accepts StarChild's warped logic without question? Isn't it unbelievable lazy that crew members that were with Shep 5 min ago have been beamed onto the Normandy and thrown through a mass relay for no reason?
Seems like laziness - not artistic vision - to me.
Actually, no. Most of that didn't bug me all that much.

At least not at the time. Like I said - I'm critical of the ending. I'm also critical of a lot of things to do with Mass Effect over the whole series. Doesn't mean I didn't enjoy them all the same, though. That's just me.
I don't believe they put quite as much thought into the ending of the game as they did the build-up (and like I'd said in an earlier post - I'm more a fan of knowing where you're going ahead of time in storytelling, but I do believe either method is equally valid, artistically.)
That I don't really think they had all of this planned out from the beginning is really the only reason I'm okay with a
demanded change.
That's just where I fall on this. I think in a more perfect world, I would have been more comfortable with Bioware reacting to criticism of their game, realizing they could have done better on their own, and then releasing a ret-con on their own initiative. It's not the criticism that bothers me at all. It's the idea that fans can
demand from a company that things be changed that I'm not terribly comfortable with.
I just happen to see a really big difference between the two concepts (though, of course, mileage will vary from person to person.)