Fran: Everyone had a problem with the space kid.
Adam: I actually wondered if it was a ghost in the machine.
Arthur: It seemed like a pretty consistent thematic thing, that you're haunted by this ghost representative of the people you can't save, and the things you can't change. And at the ending, it's in your face as this thing you can't change. From a literary perspective, i think that that's slick.
Adam: It's not as precise as people read it as. At this point, it could be hallucinatory. In a literary fashion, they have left it somewhat open. But don't take it as something you're fighting against, otherwise you're not going to be satisfied.
Arthur: The main complaint that I see is that your choices mean nothing.
Kevin: I gotta disagree with that one.
Arthur: That's the big complaining elephant in the room, that there's this big group of people that are saying "all the decisions I made across three games mean nothing." And I kind of wonder–
Adam: Are you supposed to get a prize? I don't want to mock too much, and a lot of people have lauded me for not mocking, but as this thing has gone on, I've become increasingly frustrated that – the game doesn't owe you anything. That's actually something you're supposed to get out of it yourself.
I do wonder if culturally we're really at such a state of reward for doing anything that the pleasure of the art is not satisfactory. Or because gamerscore seems to count that much that somebody wanted something so unique that can identify them as to how they played the game and just that the general satisfaction of playing an exceptional game, an exceptional game series, isn't enough. And that's a little bit worrisome to me, I've gotta say.