MrFob wrote...
While promising in the beginning, ultimately the Mass Effect series has disappointed me in this regard. Sure, the narrative does change in certain situations according to your actions but as people have pointed out, it is all short term. It would be easy to see most of it with a simple reload of the save 1 minute before a decision is made. It's a nice gimmick but it doesn't really make the player feel a responsibility of the plot that goes beyond trial and error. Players get instant feedback and thus don't have to think ahead.
So IMO, the true potential of narrative changes lies in long term delayed consequences and this is where ME falls flat. Despite the save game imports, most changes due to player decisions are merely aesthetic in nature. Do you get this guy as a companion or another? Which texture will you see in the background or will Fist mumble a few half-hearted insults to you on Omega? These are the issues you decide, rather then the fate of a galaxy. And in the end, you get three buttons to decide the fate of the galaxy - even if the consequences would go beyond color selection again, you get instant feedback and it really doesn't make much difference if you can save after the heaven elevator or not.
Wonderful post, MrFob. I couldn't agree more. ...Well, not about your recommendation of
Blade Runner, I'm sad to say I've never played it, but from the description I think I very much missed out...
I must say I too was sad to see how little variation there was in the choices in
Mass Effect 3. I remember having decisions like the sparing or murder of the Racchni Queen hang over me (in a thrilling way) for days after first playing them in
ME1. I remember speaking in hushed tones to friends, who weren't familiar with the whole
Mass Effect universe, describing my actions as they sat staring blank-faced at me, squirming with delight in my chair as I recounted the thrill of committing myself to a course of action that would literally take years to materialise...
And then, a little over a month ago, I opened the art book that comes with the
Collector's Edition and realised:
Oh. So everybody gets the Racchni. Then I heard in a review that
everyone gets a Queen. It might be a robot Queen – one that I've come to discover might betray you (off-screen, unseen; causing a minor impact on your EMS, a number that has no visible consequence in the momentary experience of the game) – but a Queen she be, and the (only) level she's in plays out much the same either way.
I'm not totally adverse to this kind of narrative funnelling. Some of the (relatively minor) variations prove to be quite thrilling to compare. The moments connected to the curing of the Genophage, for example, seem extraordinary. The basic narrative line remains constant: there will be a big space worm; a tower; a Krogan battle squad; a Reaper going buck-wild; but the vibrations of behaviour within that span present compelling thematic shifts: shooting Mordin in the back; convincing him to give away this hope; allowing him to sacrifice himself to clear his conscience and bring healing to a proud but broken race; perhaps not even having Mordin there at all but another eager young idealist called Wiks; leaving the future of the Krogan in the hands of Wrex; or Wrex and Eve; or Wrex's ****** brother... All of these kinds of shifts produce compelling tailored narratives that invite contrast and comparison, and these I loved.
But it does seem that major, narrative-altering beats were avoided – which seems a disappointment considering that this was the promise of these games for several years, and I would argue were still being espoused in the marketing material up until the day of release. I still see a number of people quoting the claims that there won't be an A, B, or C ending, and that there will be 16 different conclusions. The thinking on Bioware's part seems to be that having such dramatic alterations would lock new players out of avenues of the experience – but this seems antithetical, because that was
exactly what thrilled me in the first place,
as a new player. Rather than seeing this kind of narrative exclusion as a drawback, I was enthused to realise that, well,
I guess I'll just have to play it through again. And so I did. And then again. And then one more time for good measure. ...And, well I guess there was that one other thing I wanted to explore... And on and on, deepening my bond to each game.
Until
ME3.
For
ME3 I played through once, felt a strange stirring in my gut that has still not yet abated, and switched my machine off. I've tried to return to that world, but I've watched Tess Shepard die for a meaningless cause, and I can't yet put my other roster of characters through that grinder. ...And for much the same reason that CulturalGeekGirl benched her Crow Shepard, I don't even want to let my Full-Renegade Malcolm get dragged into some gruesome validation of complete moral compromise.
So I wait. I'm not even sure what for, but I do seem to be waiting. Talking it all through with you nice folks to see if I can come to terms with any of it, and being delighted that even if it couldn't be through the thrill of comparing wildly divergent endings, the finale of Mass Effect
has ironically led me into an extraordinary conversation with y'all.
So, as always: thanks for helping dull the ache.
p.s. - @ CulturalGeekGirl: your post was extraordinary. Avatar play as the salve to keep at bay the imaginative atrophy of the 'real' world? What a beautiful and profound concept:
I think games have an ability that no other art has: they can allow a person to keep up the kind of participatory pretending we all did as children. They enable pretending, encourage it, identify it as something of value, something that need not be discarded when one reaches adolescence. They allow us to clad ourselves in the armor of an avatar and reach untold heights of dreams and self-actualization. They allow us not to just see the hero, but to be the hero.
Thank you, yet again.
...And
shut it down, Ebert.
Modifié par drayfish, 22 mai 2012 - 10:17 .