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"All Were Thematically Revolting". My Lit Professor's take on the Endings. (UPDATED)


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#1201
helloween7

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CulturalGeekGirl wrote...

Ok, so I was reading this thread, taking notes on a bunch of crap in a text document, hoping to form it into coherence at some point in the future, while checking links on the internet. You know, the usual. I'll hopefully be back later with some thoughts on the last few marvelous pages, but this shouldn't wait.

Then I stumbled upon this piece of criticism. Not about Mass Effect, but about Speculative Fiction in general. It is... perfectly and amazingly appropriate to our situation.

Dear Speculative Fiction, I'm Glad We Had this Talk, by Elizabeth Bear.

<snippety snip snip>

Read the whole thing. Please. This is how I feel about Mass Effect and Bioware. I still love you, baby. I'm not leaving because things have gotten a little rough... but you've got to get out of this funk. There's more to life than death and loss.



Hah, I was thinking of posting this link myself.  :D

#1202
Reever

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Damn, I hope those guys at Bioware (and not only Jessica) have read this thread! It´s just...a piece of art in and on itself!
I just finished reading page No.34 and I got to say I´m probably not the only one who´d marry CulturalGeekGirl :P

Sadly, I got other stuff to do, so I´ll postpone my reading of the rest of the thread to a more appropriate time...

And to be on-topic:
To use the system GeekGirl described, I have to say I´m one of those who probably didn´t really think that deeply about the themes (although it´s a bit paradoxical, since I´m a great fan of sci-fi, being such because of the countless themes one can encounter and ponder about!).
Naturally, I liked the universe, the characters, but I never went in "too deep".

So, while hearing from a friend that I wouldn´t like the endings, I also didn´t really expect much out of it. I kept clear from spoilers, so I didn´t really know what to expect.

Then I was confronted with the choices: Control, Destroy and Synthesis. Having played a Paragon, I gladly took the Synthesis option, wanting to unite the galaxy and let everyone ascend to the next level.
I never even thought of "forcing it on them" or about the loss of diversity (although I thought similarly to those who say that diversity isn´t lost, because the DNA is changed, but races stay the same etc.).
And this is my question for all of you (who still are around, at least xD): When did you begin to rationalize about these things (I know some of you played till the morning and then went to sleep, so there really wasn´t much time for this at the given time!).

Personally, I didn´t give much thought and didn´t really analize these endings by myself, I just jumped right into these types of discussions and had everything layed out for me.
But superficially, I think I just accepted what the Starbrat told me - and pretty much acted accordingly.

After having read what many of you wrote (especially CGG), I now understand why many are so adamant about their hate of the endings - the themes didn´t correspond, the game didn´t stay true to it´s own story (I hope at least I understood everything correctly!).

I myself am a person who´s able to pretty much accept/try to understand everything. In this case one might say: Maybe the devs see what ME3 is about totally different and have thus designed these endings...
That said, the endings weren´t so revolting in my case (especially not in the moment I had to make the choice). What bothered me was the lack of clarification, the throwing-in of that Starbrat and the (apparent) "plot holes" which pestered the ending.

Once again, I thank all of the participants of this thread, was a hell of a read and my own literal (and not only) horizon expanded by reading all those great posts =)
(I might twitter this thread´s link to all of the Bioware devs, if someone didn´t do it already...! - provided that the quality of the discussion is as elevated as was all the way to page 34 :D).

#1203
delta_vee

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Hawk227 wrote...

I rather strongly disagree with the underlined statements. The IT is more substantial than the Acayvos video. I'm not going to argue that the foreshadowing was sufficient (the backlash proves it wasn't) but it's there.

The simplest explanation is just an assessment of the final choices. There is a reason fans took to the internet on masse to protest the final choices. Two of them are embodied by major antagonists and much of the preceding 100 hours was spent cautioning against these two choices. The third and preferable choice is only unappealing because the Edi and the Geth (That should be band name) were thrown in as hostages collateral damage.

The strongest evidence is the famous breath scene. Shepard wakes up in concrete rubble after being at the center of this explosion (For a sense of scale: the presidium is 7km in diameter). Further analysis suggests one of the objects in the background may be a mako. Granted the further analysis that mako discovery required means it fails at being very accessible. The real problem with the breath scene was how difficult it was to achieve. It was impossible for people without MP to get it, after all. But a failure in execution does not retroactively eliminate the attempt.

The dream sequences contain the only fade to white seques prior to Harbinger's beam hitting Shepard, so we've been conditioned to associate that with dreams... no wonder people thought that scene was dreamlike.

Then of course, there was Kaidan/Ashley constantly questioning whether Shepard's actually Shepard, Miranda emphasizing that Shepard had no control chip, and even Shepard questioning his/her own authenticity on Chronos station. All to illicit a little bit of doubt in the player (at least, it worked on me) and also to make it abundantly clear that TIM can't control Shepard.
The people who picked "correctly" (and had enough EMS :pinched:) got the breath scene as the "tell" moment to clue them in. But even people that picked wrong got a similar (but substantially more subtle) tell by the way Shepard appears to be turned into a husk (complete with TIM's eyes) upon grabbing the control handles or diving into the synthesis beam.

I agree that most of that stuff is really only obvious in hindsight, and that is a failure in execution. I'm not arguing they did a good enough job, I'm arguing that there was in-game context. I only touched on the major pieces. There is a fair bit more and these two links do a decent (if somewhat disorganized) job of addressing them.


My biggest frustration with IT in general (not you in particular) is that while each and every piece of (highly circumstantial) evidence in favor can be alternately explained by more mundane means, the strongest arguments are paratextual - budgets, resource limitations, and especially stated authorial intent (which I hate to rely on so heavily, but this whole debacle leaves few options) - instead of textual. At least, the narrative portion of the text. The game portion is far less ambiguous, but I'll get to that.

The options? Their problematic construction is largely what's behind the dissonance of the audience, yes. But they line up pretty well with the old leaked script, and the collateral damage is there to prevent players spamming the red button in the final choice. Oh, and it didn't look to me like a husk transformation at all during control or synthesis; it looked like disintegration. The dream sequences? They're signposts of Authorial Intervention and Stuff To Take Seriously. They're sledgehammers, clumsily applied. Nothing more. (Also note that those sequences were always literalized as dreams. More on that below.) The breath sequence? If any portion of the game could be called unreal, that would be it - primarily because, judging by comments from Gamble et al, it's not considered a distinct ending. Remember that they've stuck with the "best ending is achievable in SP only" line pretty consistently. Synthesis is that ending. It's the one you get access to when you fill the EMS bar you're told to fill. The breath scene can only be regarded as an easter egg in reward for multiplayer.

The game component is even more straightforward - there's no point in the game where control over your avatar is subverted. Not once. Relinquished during cutscenes, limited to movement during the dreams, but never subverted in the fashion required to properly signpost (even subtly) that control could be taken away, or that the game even allowed for anything but what-you-see-is-what-you-get literalism. Indoc was considered during endgame development, but was discarded due to difficulty with the mechanics - which indicates that they found it impossible to communicate to the player what they needed to know to play the game properly. And arguments about players deserving to "fall" for indoctrination (or even being allowed to do so) if they chose control or synthesis are specious. The dialogue-wheel mechanic is never used to create a dead-end. (Well, technically it did. Once. With Morinth. In ME2.) Dialogue-wheel gameplay always allows forward motion. Seeing as the final choice is constructed as a large-scale dialogue wheel, breaking with this well-established gameplay convention so late would be disastrous game design.

#1204
3DandBeyond

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CulturalGeekGirl wrote...

Ok, so I was reading this thread, taking notes on a bunch of crap in a text document, hoping to form it into coherence at some point in the future, while checking links on the internet. You know, the usual. I'll hopefully be back later with some thoughts on the last few marvelous pages, but this shouldn't wait.

Then I stumbled upon this piece of criticism. Not about Mass Effect, but about Speculative Fiction in general. It is... perfectly and amazingly appropriate to our situation.

Dear Speculative Fiction, I'm Glad We Had this Talk, by Elizabeth Bear.

<snippety snip snip>

Read the whole thing. Please. This is how I feel about Mass Effect and Bioware. I still love you, baby. I'm not leaving because things have gotten a little rough... but you've got to get out of this funk. There's more to life than death and loss.


This is just brilliant.  I feel the same way.  It's so demoralizing to have this hopelessness infest the very thing that seemed to point to what could be the best in humanity.  Now, there's a lot to be said for keeping worst case scenarios at hand, but why does the idea of a maybe trite ending in Independence Day have to be replaced with the idea of you are always destined to doom and gloom.  I thought the human mind was way more nuanced than this.  And ultimately I am just so sick and tired of the cynical ending being considered to be the more esoteric, thoughtful, artistic one, and the positive one being the fodder of Harliquin romance books. 

The triumph of the human spirit and heart and soul to achieve and succeed has heretofore been a prominent feature in some of the most uplifting stories ever told.  And, I for one am weary of being told that it isn't in concert with reality.  Oh, oh really.  Tell me what happened on the beaches of NORMANDY.  What odds did they face?  How many died?  What did it accomplish?  Tell me how that is not what a truly great and artistic ending could mean and could be. 

One of the most amazing things one could do at the end of any tale is to achieve what those men did so long ago, but now all true "art", in SF no less than in other genres seems to consistently want to deny the possibility of a job well done.  It's like you must live your pain in order for it to be authentic.  Not everything has to be this great conflict between man and machine with no good endgame.  It's a tale that has been told over and over and over again and it needs a new ending, a better ending, a positive ending.  If synthetics are found to have a soul and organics have them as well then all needn't lead to dystopia.  Utopia happens.  Or at least something a bit north of deep dispair and total soul draining morass.

God, for once I do want someone to succeed against impossible odds and for it not to be seen as something that's candy coated and out of touch with reality.  I live reality all the time and it can be bad at times, but often it can be quite good.  What's wrong with that?

#1205
Pattonesque

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drayfish wrote...

Pattonesque wrote...

Commander Shepard is an exceptional individual. It's only right that she should have an exceptional ship. While Shepard is off saving the galaxy, the Normandy is always there at the end to pull her out of the fire, in one way or another.

The Normandy has died twice -- both times coinciding with the death of its commander. The first time, it died fighting -- it never had a chance, but its pilot would have rather gone down with the ship than abandon the fight. The second time, it betrayed its own character -- its own spirit, you might say. That's a hell of a thing to do to the coolest ship in sci-fi.



@ Pattonesque: I too could not agree more with your reading of the Normandy. Wonderfully put. Like the Enterprise, Millennium Falcon and Serenity before her, exploratory sci-fi is always been deeply tied to that Western motif of the rider and his horse. She is an extension of the hero him/herself, and is herself deserving of examination and praise. I know I'm not the only nerd who gasped in disbelief when she was blown up at the beginning of Mass Effect 2, and squirmed with glee when she was resurrected hours later...

Maybe as you say, Sable Phoenix, marooning her on a planet with no idea what's going on, or where-to from here, is (unintentional or not) a fitting reference to the current vagaries of Shepard's conclusion.


Aw, gee. Thanks all.

It really did seem like they only half-understood the importance of the ship to the player experience. One aspect of games (and role-playing games in particular) that often gets overlooked is the importance of downtime. I wrote a thing at my rarely-updated blog (thetoycannon.blogspot.com/2009/11/downtime.html) a few years back about downtime in the first Dragon Age, but to sum it up: the player really needs a place or time in which nothing is trying to murder him. There's a point in the second Gears of War where you're riding on the back of a grindlift, and for about two minutes, you're just looking over the scenery in the distance. It's pretty great, but more importantly, it's necessary. Otherwise you're just grinding the murderwheel constantly. It'd get old.

This is what the Normandy does for you after every mission. It's actually a really effective storytelling device in and of itself. You end up in the War Room (which subtly -- VERY subtly -- plays Vigil's Theme in the background), check your assets (which gives you a sense of progress), pass through the checkpoint (which allows some Regular Guy exposition from Campbell and Westmoreland), and then make the rounds of the ship. I'll bet everyone here had a preferred route for checking up on everyone. It tied in the characters* with the ship itself -- by the end, you're more familiar with both due to the post-mission jog. They did this so, so well in ME3, with the fact that characters moving around meaning that you'd have to explore more often.

*A quick digression: the only way I felt they could have done this better was to have your ME2 squadmates make cameos after their individual missions. Take Jack. After the Grissom Academy mission, I would have loved for Jack and the students to be on the Normandy until you complete another mission -- kind of representing the fact that you rescued them and are ostensibly transporting them to the Citadel. You could have the students in the cargo bay (with a simple "Thanks dude" interaction with Sanders) and Jack back in her original spot, reminiscing. Imagine Grunt in the medbay, Miranda chatting with Liara in the Broker office, etc. Would have been a nice callback and an excellent moment of additional character development. But anyways.


The skill at which they developed the Normandy as a home and character makes what they did with it in the ending that much more egregious. Most players put an awful lot of time into tricking it out, which suggests a certain attachment to the thing, but in the end, you don't even really get to say goodbye. It's just stuck on some jungle planet somewhere, broken in spite of all your efforts (or lack thereof). Frankly, this suggests to me one of two things: either they plum ran out of time on the ending, or a bunch of very talented people (it's worth remembering if you're tempted to rage about this developer or that writer that they were largely responsible for the games you loved in the first place) simply rolled a 1. Everyone rolls a 1 on occasion. They just did it at the worst possible time.

#1206
3DandBeyond

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@Pattonesque,
You made one of the most eloquent points about the whole thiing-the Normandy is a part of the crew and the crew a part of it. It also should have meant more given its name. It is a real character and is so denied satisfaction in contributing to the defeat of those trying to kill people it/she protects.

The Normandy was always that warm embrace at the end of the day.  And I hate that she doesn't get to kick some reaper butt.

Modifié par 3DandBeyond, 02 mai 2012 - 02:59 .


#1207
jbauck

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Grotaiche wrote...
<snip>

jbauck wrote...
[snip]
 A user is different from an audience.
<snip> 


To me, at some point, BioWare forgot they were dealing with users. They did not completely forget it because, you know, we can choose the ending (just kidding, obviously). But yes, I think it's part of the problem : they thought they were dealing with a story on a passive medium like a movie or a play.
One day, video games will break free from the legacy of passive media. I thought this day had arrived with Mass Effect but the failed ending shows otherwise. (and no, Heavy Rain did not achieve that but it's for another topic)
<snip>


I'm a professional computer nerd, and one thing I've learned is that there are nerds who understand that actual users will need to use the systems they design, and those who don't.  User acceptability testing simply does not exist for some nerds, because users who don't understand that the system is perfect are dumb and can be disregarded.  What I've learned from ME3 is, interactive narrative needs user acceptability testing.

The user/audience disconnect is why I feel like video games and interactive narrative haven't reached their potential as an artistic medium yet, and why the "Artistic Integrity" argument bothers me.  In any medium, a creative work doesn't transcend into "art" without a technical mastery or near-mastery of the medium.  A painting with horrible brushstrokes, or whatever, doesn't generally get called "art".  This is why, though we love the crayon scribblings of little children, we know they're not really art.  For me, the ending of ME3 has so many technical flaws for the interactive fiction medium that it can't be art - as Grotaiche says, video games have not yet broken free from the legacy of passive media.

Does the end of the game let us stop the Reapers from killing everyone?  I think that's actually debatable, but let's assume, yes - that Control, Synthesis and Destroy work exactly as-advertised and yes, the Reapers are stopped from killing everyone.  The ending fails as interactive narrative, though, because it doesn't have any idea that so many users would find all options thematically revolting (such a perfect way of describing it ...).  If a large swath of users can't find an option that suits them, something went horribly wrong.  It's very telling that IT theory is so popular, because whether that was BW's intention or not, a big chunk of people who liked the ending only like it because they're convinced it didn't actually happen.

@Sable Phoenix: That's not irrelevant geekitude.  I've referred to the Catalyst as "Reaper Master Control" in honor of Master Control Program from the original Tron :)  The use of the just-now-discovered-main-antagonist to present the ending options is part of what's wrong with the whole thing.  It's jarring to have the bad guy double as the wise mentor with all the answers.

For some irrelevant nerditute, I will also occasionally refer to the Catalyst as ReaperClippy: en.wikipedia.org/wiki/Clippy  "It looks like you're stopping the Reapers. Would you like help?"

#1208
3DandBeyond

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@jbauck,
Really well put. No matter how intelligent the argument or how eloquently stated, if the listener is left out of the equation, it might as well never be said.

It's like the old tree falling in a forest, does it make a sound. Well, no it doesn't because sound is a perception created by its vibration that resonates with a listener's ears. The artist doesn't determine art. S/he create for a purpose. S/he may create to please the self (starving ones) or to please someone else (not altogether emotionally involved) or for some reason in between (sacrifices may be made to both). But even a starving artist doesn't work within a vacuum. In fact, the biggest criticism may come from within.

It's why so many people point to a serious lack in QC here. Somebody, somewhere would have to have said, "stop, wait a minute, what?"

#1209
delta_vee

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jbauck wrote...

What I've learned from ME3 is, interactive narrative needs user acceptability testing.


Signed. I suspect that's at least related to what Skaldfish was proposing.

jbauck wrote... 

For me, the ending of ME3 has so many technical flaws for the interactive fiction medium that it can't be art - as Grotaiche says, video games have not yet broken free from the legacy of passive media.


I will go one step further and say it's more than just the ending afflicted by technical flaws [edited for clarity]. I think a proper ending would've salvaged it, would've given a good excuse to overlook the flaws (much as it did for ME2). But in contrast to the lyricism in this thread, I no longer have the same connection with Mass Effect as I once did. That's what the ending did to me.

I spent three games making excuses to myself for the (many) problems, missteps and failings. Clunky expospeak and terrible combat in ME1. Stupid ammo limits, boring scanning, and weak main plot in ME2. Half the game in ME3. And I can't do it anymore.

Modifié par delta_vee, 02 mai 2012 - 06:41 .


#1210
CulturalGeekGirl

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I'm busy lately, so I don't have as much of an opportunity for my walls of text, but a quick aside.

Something doesn't have to be perfect or even great to be art. Art is creative expression. I think video games have been art practically forever, people are just dumb about it. If you can play through Chrono Trigger and say "yeah, this isn't art," I'll fight you. This is coming from someone with over a dozen years of classical art training in physical media. This is coming from someone who read every Shakespeare play over a summer in middle school because she was bored and wanted to feel smart. We'll be asking the question of "what is art" forever, but a huge number of video games fit most definitions of art.

If I don't like something or I think it's bad, that doesn't make it not art.

Now, is Mass Effect's ending something that destroys the artistic impact of the rest of the series?

For me, yes.

#1211
delta_vee

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CulturalGeekGirl wrote...

If I don't like something or I think it's bad, that doesn't make it not art.


Sorry, I should've been more clear on that one. Bad Art, instead of Not Art. (Then again, the games/art debate is a nonstarter for me. Of course they are. I don't even think about it anymore, which leads to...misunderstandings sometimes.)

#1212
edisnooM

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CulturalGeekGirl wrote...

I'm busy lately, so I don't have as much of an opportunity for my walls of text, but a quick aside.

Something doesn't have to be perfect or even great to be art. Art is creative expression. I think video games have been art practically forever, people are just dumb about it. If you can play through Chrono Trigger and say "yeah, this isn't art," I'll fight you. This is coming from someone with over a dozen years of classical art training in physical media. This is coming from someone who read every Shakespeare play over a summer in middle school because she was bored and wanted to feel smart. We'll be asking the question of "what is art" forever, but a huge number of video games fit most definitions of art.

If I don't like something or I think it's bad, that doesn't make it not art.

Now, is Mass Effect's ending something that destroys the artistic impact of the rest of the series?

For me, yes.


+1 for Chrono Trigger. It's tied for my favourite game of all time with Earthbound (Mother 2), another game I would consider art.

I seem to spend a lot of time trying to get my friends to play Chrono Trigger. It's on the DS, the Wii Virtual console, and I think iTunes so most people don't have an excuse not to have played it.

Interestingly enough this 17 year old game for the SNES had I believe 13 different endings. Hmmmm <_<

Modifié par edisnooM, 02 mai 2012 - 07:04 .


#1213
SkaldFish

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delta_vee wrote...

jbauck wrote...

What I've learned from ME3 is, interactive narrative needs user acceptability testing.


Signed. I suspect that's at least related to what Skaldfish was proposing.

Related, yes. But I think I tried to make several points too many in a single post (which I hope to get back to eventually). User acceptance testing, if set up appropriately with a representative sampling of users, would definitely have highlighted exactly what you described, jbauck, and I agree it should be considered essential. In the end, though, it suffers from a serious shortcoming: By the time UA testers find significant issues, they are much more expensive to fix than if they'd been caught prior to implementation. Practically, this means that sometimes things that should get fixed actually fall under the control of people who care more about schedule and cost than quality.

This is a major reason process-oriented shops tend to move toward use of a dedicated process architect: His/her work is done during product design iterations, when fixes don't involve refactoring running code -- it's all "on paper," so to speak.. And, delta_vee, to your observation that game development is massively parallel, so is process-oriented software development. At any given point in the dev cycle, sub-teams will be working on multiple processes and subordinate processes simultaneously. This increases the need for both high-level coordination and careful high-level architecture design up front. (Even veteran agile development experts like Scott Ambler recommend that.) So, I can't see how the necessity for parallel development would negate the validity of the kind of coordination and consistency checking that a story architect would provide. There's nothing about the role that assumes a sequential, waterfall development process. On the contrary, it's the parallelism that underscores the need and that benefits most from the role.

Anyway... Great discussion all!

#1214
Kunari801

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CulturalGeekGirl wrote...

I'm busy lately, so I don't have as much of an opportunity for my walls of text, but a quick aside.

Something doesn't have to be perfect or even great to be art. Art is creative expression. I think video games have been art practically forever, people are just dumb about it. If you can play through Chrono Trigger and say "yeah, this isn't art," I'll fight you. This is coming from someone with over a dozen years of classical art training in physical media. This is coming from someone who read every Shakespeare play over a summer in middle school because she was bored and wanted to feel smart. We'll be asking the question of "what is art" forever, but a huge number of video games fit most definitions of art.

If I don't like something or I think it's bad, that doesn't make it not art.

Now, is Mass Effect's ending something that destroys the artistic impact of the rest of the series?

For me, yes.


Well said GeekGirl!

#1215
KitaSaturnyne

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I wonder if the panacea would be planning in advance. Instead of flying by the seat of their pants for each sequel, having a full narrative plan from the first game to the third.

#1216
jbauck

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CulturalGeekGirl wrote...

I'm busy lately, so I don't have as much of an opportunity for my walls of text, but a quick aside.

Something doesn't have to be perfect or even great to be art. Art is creative expression. I think video games have been art practically forever, people are just dumb about it. If you can play through Chrono Trigger and say "yeah, this isn't art," I'll fight you. This is coming from someone with over a dozen years of classical art training in physical media. This is coming from someone who read every Shakespeare play over a summer in middle school because she was bored and wanted to feel smart. We'll be asking the question of "what is art" forever, but a huge number of video games fit most definitions of art.

If I don't like something or I think it's bad, that doesn't make it not art.

Now, is Mass Effect's ending something that destroys the artistic impact of the rest of the series?

For me, yes.


But doesn't art have to convey some meaning to be art?  Creative intent, with clumsy execution that totally fails to communicate the artist's vision in their chosen medium is ... what?  Is the intent itself - the artist has something to say - all that matters, or is effectively communicating that vision through the chosen medium necessary?  Would "Starry Night" be art if Van Gogh had chosen ugly colors and painted it in a more realistic style?

Or maybe I >am< thinking of great art that will stand the test of time and be famous forever.  But I stand by the idea that sloppy execution due to a lack of technical chops can makes a creative work "not art".  Likability has nothing to do with my argument ... I like Spice Girls music for crying out loud, because it's fun, but I wouldn't call it art just because someone created it.  Bach, on the other hand, is art, but it bores me and I don't like it.  I'm more of a Rachmaninoff kind of girl.

#1217
CulturalGeekGirl

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I just think that drawing any line and saying "things outside this line aren't art" is silly, because then you have things that are barely art and things that are barely not art, and you have to distinguish where it stops and starts and it's a fiddly foolish business that wastes time, never solves anything, and will never be done.

Let's say I write a song and it is terrible. I continue to improve it, and eventually it's awesome and becomes a classic. Was the first version of the song not art, and somewhere in the iterative process it became art? If so, where? If Penny Lane is art, is Piano Man? If not, why not?

For my basic definition of art, I'd go with something like "creative work that provokes emotion or insight."

So yeah, I'd say Mass Effect is art, because it was good at provoking emotion and insight right up to the end, and the failure at that point does not wipe out its earlier successes, even though it may diminish your ability to enjoy them in the future.

#1218
nicethugbert

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But, ME3 did convey meaning. ME3 said that you can have your morality, your paragon or renegade choices or what have you, but evolution is deus ex machina and does not care about your morality. Evolution is the master, and because of it you exist in it's world. Alive or dead, you will be another brick in the foundation of the future regardless of your morality.

#1219
delta_vee

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SkaldFish wrote...

[reluctant snip]

And, delta_vee, to your observation that game development is massively parallel, so is process-oriented software development. At any given point in the dev cycle, sub-teams will be working on multiple processes and subordinate processes simultaneously. This increases the need for both high-level coordination and careful high-level architecture design up front. (Even veteran agile development experts like Scott Ambler recommend that.) So, I can't see how the necessity for parallel development would negate the validity of the kind of coordination and consistency checking that a story architect would provide. There's nothing about the role that assumes a sequential, waterfall development process. On the contrary, it's the parallelism that underscores the need and that benefits most from the role.


Gah - serves me right for posting late.

I was probably trying to fold too many points into one, to the detriment of all. So, here I attempt to separate them out (I haven't worked in process-oriented software development myself, so apply caveats as necessary):

- Based off the Final Hours information, Hudson and Walters were doing exactly the work you're talking about. Yes, separating it into a distinct role would've been somewhat useful, but interfaces between modules weren't on my list of major problems. The high-level architecture itself, however, was. I don't see that as a matter of coordination or oversight so much as creative myopia.

- The nature of game assets presents an additional complication to the workflow. Refactoring becomes even more expensive, both in time and in dollars, so shimming modules together in a different order or with a few changed components becomes more common than full refactoring. See what happened with the Citadel coup storyline (moved from late-game to mid-game) and how they dealt with Javik (originally slated to be in the role of Vendetta). This can only be fixed with sufficient upfront planning, which was infeasible to do given the game's release timeframe and the lack of binding long-term direction back during ME1 development.

- I'm not sure about game development in general, but certainly in the case of Bioware and ME3, the zig-zag structure (as opposed to the tree structure) was a primary means of allowing the requisite parallelism in development. To do a tree-type branching narrative in an art-asset-heavy game, I'm fairly convinced (though willing to be proven otherwise) a sequential waterfall dev process is a hard-and-fast requirement unless the superstructure is complete before production begins. I'm not sure a story architect would, on her own, be able to circumvent that.

KitaSaturnyne wrote...

I wonder if the panacea would be planning in advance. Instead of flying by the seat of their pants for each sequel, having a full narrative plan from the first game to the third.


Pretty much, IMHO, but given the dev-team churn over the course of all three games, and the compressed timetable (to fit comfortably within this console generation, among other reasons), I don't think it was feasible. Casey Hudson was the only person on ME who could've done the requisite planning, but for whatever reason, he didn't.

#1220
Hawk227

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delta_vee wrote...


My biggest frustration with IT in general (not you in particular) is that while each and every piece of (highly circumstantial) evidence in favor can be alternately explained by more mundane means, the strongest arguments are paratextual - budgets, resource limitations, and especially stated authorial intent (which I hate to rely on so heavily, but this whole debacle leaves few options) - instead of textual. At least, the narrative portion of the text. The game portion is far less ambiguous, but I'll get to that.

The options? Their problematic construction is largely what's behind the dissonance of the audience, yes. But they line up pretty well with the old leaked script, and the collateral damage is there to prevent players spamming the red button in the final choice. Oh, and it didn't look to me like a husk transformation at all during control or synthesis; it looked like disintegration. The dream sequences? They're signposts of Authorial Intervention and Stuff To Take Seriously. They're sledgehammers, clumsily applied. Nothing more. (Also note that those sequences were always literalized as dreams. More on that below.) The breath sequence? If any portion of the game could be called unreal, that would be it - primarily because, judging by comments from Gamble et al, it's not considered a distinct ending. Remember that they've stuck with the "best ending is achievable in SP only" line pretty consistently. Synthesis is that ending. It's the one you get access to when you fill the EMS bar you're told to fill. The breath scene can only be regarded as an easter egg in reward for multiplayer.

The game component is even more straightforward - there's no point in the game where control over your avatar is subverted. Not once. Relinquished during cutscenes, limited to movement during the dreams, but never subverted in the fashion required to properly signpost (even subtly) that control could be taken away, or that the game even allowed for anything but what-you-see-is-what-you-get literalism. Indoc was considered during endgame development, but was discarded due to difficulty with the mechanics - which indicates that they found it impossible to communicate to the player what they needed to know to play the game properly. And arguments about players deserving to "fall" for indoctrination (or even being allowed to do so) if they chose control or synthesis are specious. The dialogue-wheel mechanic is never used to create a dead-end. (Well, technically it did. Once. With Morinth. In ME2.) Dialogue-wheel gameplay always allows forward motion. Seeing as the final choice is constructed as a large-scale dialogue wheel, breaking with this well-established gameplay convention so late would be disastrous game design.


I agree completely that the collateral damage was there to keep people from spamming the destroy option. But why? If BW thought the other two were good (and synthesis the best) why did they feel it necessary to contrive to make the player fret over it? Why were the other two so obviously revolting to nearly everyone but Bioware? Why can those two choices be so easily connected to TIM and Saren (two indoctrinated antagonists)?

I agree that the dream sequences can be easily interpreted at the time as "You MUST feel bad about this dumb kid." The interpretation of them as IT evidence can certainly fall into the category of post-facto reimagining, so I try not to focus on their content too strongly as evidence. Although, either way they are there to instill guilt and doubt and Rana Thanoptis talked about the first stage of Indoctrination being about breaking down morale and will (not evidence, just food for thought). What is significant to me, is the seque in and out of them. That fade to white is seen 6 separate times in game. Three are the dream sequences, One is the Geth Consensus, One is Harbinger's beam and one is that magic elevator up to the catalyst. The first four are all dreams/virtual realities. So many people felt those ending scenes were surreal or dreamlike, because the game conditioned them to feel that.

The breath scene is an interesting thing. They've never said it was an easter egg. When people say "D*****, Gamble I can't get 4000EMS w/o multiplayer" He responds with "Did you do all the side missions and scan all the planets?" He doesn't say that wasn't the scene they were talking about. They've also been intent not to be prescriptive about which is best, maybe because they don't want to give their secret away yet (Just sayin')? I've always seen it as some sort of bug, like they attributed the wrong EMS values to something. I can see why you think it's an easter egg, but I'm not so sure. Also, husk or not, the eyes are significant. They were an intentional design choice. They could have kept the designated player chosen features, but they put that in. Because of budget constraints?

I have a problem with the counter-argument being "Bioware was lazy/ran out of time/had budget constraints" for a number of reasons. The journal is a mess, there's a bunch of fetch quests, and there is some narrative weakness with the macguffin/deus ex machina that is the Crucible. However, the rest of the game, at least visually and cinematically is pretty well polished. It looks good and the mechanics are good. The gameplay/visual things that are "unpolished" all fall into the end, and nearly all of them have significance. There is the bizarre pile of only ME1 era Kaidan/Ashley 2D (virmire survivor guilt). There's Anderson saying he's on the walkway Shep is on. There's the architectural similarities in the final sequences to previous locations, following after Legion explains how VRs populate the environment with images from the users memory. A lot of the evidence is highly circumstantial, but it becomes compelling in bulk. At what point does it stop being coincidence?

The game is always moving forward yes, but that is because it was striving towards this point. Not all decisions are equal, there are good decisions and bad ones (some involving the dialogue wheel, others not). You can choose not save the Rachni queen, but that hurts the war effort. You can choose not to save Wrex, the council, or cure the genophage but these all hurt the war effort. They make it more difficult to succeed at the end. You can choose not to do anyone's loyalty mission, upgrade the normandy, or choose the wrong specialist, and the suicide mission falters/fails as a result. You can choose to hook up with Morinth, as you've already pointed out. Not all decisions are good decisions. Some are not obvious at the time, that was what Mass Effect was always about, living under the weight of you decisions. This is just another decision, but because of its timing in the game and its significance the stakes are higher than ever before. Because of the subtle nature of Indoctrination, the implications aren't spelled out for you. The producers also promised that the Reapers can win, and yet at face value they cannot. You can do the minimum, unite noone and bring a puny armada to earth and the cycle still ends. Unless (possibly) Shepard is turned at the pivotal moment.

The Final Hours app says the mechanic was discarded, not the idea. We've always maintained that to Indoctrinate Shepard requires indoctrinating the player. Shepard is an extension of the player. We are his/her moral compass, we make virtually every major decision. Indoctrination is insidious, it corrupts your will and motivations without you even knowing it. It makes you think that the Reaper solution is the best solution. Look at Saren and TIM. They each went an entire game without even knowing they were doing the Reapers bidding. That's what makes IT brilliant (if true). It wasn't Shep that was Indoctrinated, it was us. We were the ones that didn't see through the charade, that didn't remember Vendetta's warnings about control or Legions warnings about accepting technological evolution from the Reapers. It was us that were given the option to implicitly agree with the Reapers, and unknowingly chose to do so.

There's a reason so many people feel that IT fixes the narrative and a reason the most prevalent counter-arguments against it are speculation about laziness, budgets, and timetables. It doesn't fix the narrative, it is the narrative. Either BW royally screwed up its own narrative, giving people three awful choices, and invalidating much of the previous journey, or they screwed up the nuances of delivering an ambitious meta-gaming experience. One of those seems a much easier mistake to make.

Caveat: I write as though I'm certain, whereas I'm just confident. My counterargument is that they put all this stuff in here as foreshadowing an ending that got scrapped, and didn't have time to take it all out. But, then again I can punch holes in that too.

EDIT: Actually, my real fear is that the post on Penny Arcade Forums attributed to Patrick Weekes was legit, and arguably the two weak links in the writing/dev team froze out the talented support writers like Weekes himself who brought us all the moments we actually love.

Modifié par Hawk227, 02 mai 2012 - 10:00 .


#1221
Ab_Normal

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SkaldFish wrote...

delta_vee wrote...

jbauck wrote...

What I've learned from ME3 is, interactive narrative needs user acceptability testing.


Signed. I suspect that's at least related to what Skaldfish was proposing.

Related, yes. But I think I tried to make several points too many in a single post (which I hope to get back to eventually). User acceptance testing, if set up appropriately with a representative sampling of users, would definitely have highlighted exactly what you described, jbauck, and I agree it should be considered essential. In the end, though, it suffers from a serious shortcoming: By the time UA testers find significant issues, they are much more expensive to fix than if they'd been caught prior to implementation. Practically, this means that sometimes things that should get fixed actually fall under the control of people who care more about schedule and cost than quality.

This is a major reason process-oriented shops tend to move toward use of a dedicated process architect: His/her work is done during product design iterations, when fixes don't involve refactoring running code -- it's all "on paper," so to speak.. And, delta_vee, to your observation that game development is massively parallel, so is process-oriented software development. At any given point in the dev cycle, sub-teams will be working on multiple processes and subordinate processes simultaneously. This increases the need for both high-level coordination and careful high-level architecture design up front. (Even veteran agile development experts like Scott Ambler recommend that.) So, I can't see how the necessity for parallel development would negate the validity of the kind of coordination and consistency checking that a story architect would provide. There's nothing about the role that assumes a sequential, waterfall development process. On the contrary, it's the parallelism that underscores the need and that benefits most from the role.

Anyway... Great discussion all!


That's what I find disappointing and confusing about the failure of the ending. For hank's sake, they develop software, and the field is chock-full of aphorisms just for this: "Failure to plan is planning to fail", "Proper prior planning prevents ******-poor performance" etc ad nauseum. Hell's bells, I'm a self-trained coder who got ganked into IT during the '90's and I know this sh... stuff.

Even if you don't look at it from the dev angle, you've got the serial storytelling angle, which delta_vee touched on a few pages back:

delta_vee wrote...
Tl;dr Casey Hudson didn't pull a JMS from the beginning, so he was doomed to pull an RDM at the end.


J. Michael Straczynski knew how Babylon 5 would end from the beginning of season one. (Yes, there were endless flame-wars as to how MUCH he had planned, but I'll take his word for it that he had the overall plot in place.) Again, this was in the '90's. He showed how to do a multi-season arc -- you can't land the ending if you don't know what you're aiming at! I'm just boggled, gobsmacked, that so much money could be poured into such a long term project without the ending being nailed down.

That's part of my visceral negative reaction to the ending -- I'd seen it done right, on a shoestring budget, on cable TV, over a decade ago.


EDIT TO ADD: Unless they hit the target they were aiming for, which circles back around to the literary analysis of the endings that I'm interrupting.

PS This thread is only a little intimidating. :P

Modifié par Ab_Normal, 02 mai 2012 - 09:50 .


#1222
CulturalGeekGirl

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Goddamit, I do not have time to write an essay about all the different ways that narrative design departments can be structured in the game industry. Guys, stop making me want to write long essays about things.

In short: the job of "guy who makes sure it all fits together" does exist, in various varieties, throughout the industry. What kind of a job it should be, who should do it, and how they should do it are all either hotly debated or completely ignored.

#1223
edisnooM

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nicethugbert wrote...

But, ME3 did convey meaning. ME3 said that you can have your morality, your paragon or renegade choices or what have you, but evolution is deus ex machina and does not care about your morality. Evolution is the master, and because of it you exist in it's world. Alive or dead, you will be another brick in the foundation of the future regardless of your morality.


I don't mean to be rude, but I'm not sure I understand what you're saying here.

If you mean our final choice than the only one that I can think of to have any effect on "Evolution" would be Destroy since it removes the Reapers who have been perverting the development of civilizations for countless cycles.

In Synthesis it is forcing a drastic change upon the Galaxy, which I wouldn't really consider "Evolving". And in Control the Reapers (and now Shepard) still continue to affect the course of the Galaxy (possibly in Synthesis as well).

#1224
Devil Mingy

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nicethugbert wrote...

But, ME3 did convey meaning. ME3 said that you can have your morality, your paragon or renegade choices or what have you, but evolution is deus ex machina and does not care about your morality. Evolution is the master, and because of it you exist in it's world. Alive or dead, you will be another brick in the foundation of the future regardless of your morality.


Which seems to betray the feelings that Hudson said ME3's endings were going for, "victory and hope in the context of sacrifice and reflection".

I really don't think he intended the choices to appear sadistic and deceptive. I really don't think the message that they were aiming for was "nothing you do really matters". I really don't think Mass Effect 3 was supposed to be a nihilistic tragedy.

I think either something was lost in translation in the creation of the endings or that the writers were so enamored with the idea that they didn't see the forest for the trees. 

#1225
jbauck

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CulturalGeekGirl wrote...
<snip>

For my basic definition of art, I'd go with something like "creative work that provokes emotion or insight." 

<snip>


I concede the point, and offer up this alternative definition of "art", shamelessly stolen from US Supreme Court Justice Potter Stewart, who was speaking of the difficulty of defining porn: "I know it when I see it."

I will say that Tuchanka is a perfect example of what I believe is the gold standard of what interactive fiction can be as an artform: it hits all the same plot points no matter what you do, but prior choices so drastically alter the context of the player's decisions that I truly believe that whether or not curing the genophage is the right thing to do or the wrong thing to do is entirely dependant upon the circumstances created by my imported choices.  IMO, this is masterful interactive narrative craftsmanship.

Which is yet another thing that is infuriating about the ending: in the same game, they showed that they could do better.

Edit: Also, we want you to write essays Posted Image  Many essays.

Modifié par jbauck, 02 mai 2012 - 09:57 .