I can relate to that. That’s why I never viewed the last episode of The OA, and I still love the show as a result. And the anime “Erased”, where I didn’t watch the last 3 episodes, which people review poorly, because the episode I watched it to had a pretty perfect ending already.
But yeah, as far as Mass Effect 3, you should finish it. They fixed the most glaring things that bothered me about the ending with their fix to the ending, which gets rid of inconsistencies that made it feel sloppy on top of the other objections that people had. And it was that sloppiness that really bothered me personally. The rest can be viewed positively or negatively based on whether you agree with the designer’s vision for the story, but the sloppiness could not be excused. So I was really happy to see that cleaned up.
So basically no-one went through and manually made terrain for 800 planets and stored that data in the 128K.
It’s done using an algorithm, that gives the same results each time it’s run.
This is from wiki:
The group designed what they called a “fractal generator”, which took six man-years to develop and allowed them to increase the number of planets in the game from 50 to 800.
The game was one of the earliest to use procedurally generated content for planets and everything on them.
The techniques used created a type of roguelike environment on each planet, with the contents randomly distributed. https://en.wikipedia.org/wiki/Starflight#Development
The Trial was mine. I remember I leveraged the way NPC schedules were designed to change between chapters etc to let the PC assign tasks to buddies they could recruit. Then the quite nice AI handled everything else. So you rescued some bowmen and you could order them to ‘hold the bridge’ say, and they would troop off to the bridge and take up positions there as if scripted. It was a pretty powerful mod system but not trivial to use.