User blog comment:The Milkman/The Next Effect/@comment-5607736-20121128153922/@comment-4721065-20121202121041

Did you read the [http://masseffect.wikia.com/wiki/User_blog:4Ferelden/A_possible_plotline_for_ME4. updated blog]? (it's kinda hard to know, since no-one really comments on it.)

In it, the Synthesis main effects (mind link, global undestanding) largely break down by the time of the game, and therefore the potential lore differences can be fit into two origins, with similar amount of unique dialogue and approx. 15-20 unique codex entries. In the Control, the Shepbringer decides not to participate, but it's previous influence is remembered in the same sort of unique dialogue and similar amount of codex entries. For Destroy, you don't really need to do much, other than say that Shepard died about 30 years before the game for highest-EMS imports.

The endings are also reflected in the gameplay as they directly affect the power ratio between the two main sides in the conflict by giving and taking away War Assets (or something similar to that) for both sides. In the low-EMS endings, there aren't as many people and thus a lot less sidequests, enemies, abilities to level up, etc. This addresses the criticism of "our EMS didn't matter" (to a degree, anyway) and from what little I know of programming, shouldn't be too hard to implement.