Labcoat Samurai said:
Starke said:
As for Mass Effect being your own story? I really end up in X-Files territory here. I want to believe, but there are way too many instances in the game where you are presented with a choice, and regardless of your selection, you don't actually get to have any effect. Your first dialog on the Normandy after Eden Prime comes to mind. There are precisely three dialog nexus you can have an influence on (of those one is just a question set, and another lets you choose to badmouth the Doctor at random, the final one is a standard investigation nexus). The other four (I believe) all funnel you to either say identical things or provoke Captain Anderson to say the same thing regardless of which choice you made. While I would accept that what you say to Anderson in the Medlab shouldn't radically alter the game (though, it could, theoretically), that the game presents you with a choice that you quite literally cannot make says volumes about the game in a larger context. If it were an isolated example, I could forgive it, but it really becomes endemic of the design philosophy of the larger game.
I've DMed quite a bit in the past, and I always found that whenever my players left the rails of prepared content into improv territory, the quality of the content suffered.
Honestly, on this count, our experience differed. Some of the best experiences I've had as a GM came out of improv territory. Now, the fact that most of my GMing was in the storyteller system, which tends to have a story before gameplay focus could be relevant.
Labcoat Samurai said:
It was fun, largely because we were exercising actual freedom rather than just nodding at the illusion of it, but in the prepared content, the characters were always better fleshed out, the scenarios were more clever and inventive, and the result was generally more rewarding. This comparison bears out between Bioware and Bethesda games as well. You can run around in a whole world of "not a lot going on" in Oblivion. While it's fun, the prepared "rails" content of Mass Effect is far higher caliber.
I'd actually debate this on one count. With Morrowind there were a lot of players who became very attached to the life they carved out for themselves on Vvardenfell. You can argue that the content of Mass Effect is much more polished, but I've never heard of someone becoming particularly attached to their version of Cmdr Shepard the way players have to their Morrowind characters. Somehow Oblivion (your example) doesn't quite capture this either, though, I'm at a loss to explain exactly why.
Labcoat Samurai said:
Furthermore, the comparison bears out *within* Mass Effect. You *can* blow off the main quest and go explore the galaxy. And you'll find a bunch of (mostly) empty planets with cookie cutter buildings full of barely characterized villains to shoot. There's freedom, but the experience is comparatively empty.
I think I prefer the illusion the game creates.
Actually, thinking back to Morrowind (and Oblivion) and contrasting, I think that may be the primary feature here. Mass Effect creates the illusion for you, while Oblivion and Morrowind require you to create the illusion, and the game supports that. I'm not saying you're unimaginative or anything of the sort, simply that Morrowind is a lot like a novel where you fill in the background yourself, while Mass Effect is like a TV serial where you can turn your brain off and everything will be provided in flickering technocolor. One isn't
automatically better than the other, they're simply different experiences.
Labcoat Samurai said:
I can choose what Shepard says. It may not mean I go to another planet or have to shoot a different main bad guy, but it defines *who* Shepard is in my mind. I can even play Shepard wildly inconsistently and the game won't care (which goes back to your beef with how little is actually remembered... though remembering anything at all between games in a series is borderline unprecedented).
As I believe I pointed out earlier in this thread, it really isn't. It's been over a decade since this feature popped up before ME, but it did exist in earlier games, particularly RPG franchises back in the mid to late 80s. (KOTOR2 took a stab at this as well, though the results were somewhat mixed.)
Labcoat Samurai said:
But basically, I create my own reward in playing Shepard consistently in such a way that I feel like I get to know and relate to the character. And it is extremely rewarding to me.
By changing the dialog system so that it reflects your/Shepard's gut reaction to things, it makes it much harder to realize your freedom of choice the game is presenting you with is actually much more of an illusion than it appears to be.
Yes, but you don't think it's a bit too much to expect that a story that spans three games would have wildly divergent plot paths in what amounts to the first act?
In a sense? Yes, but at a deeper level this does dig at the contrast between what Bioware has said they were doing (and implied) and what they have delivered.
If the goal of the game is to recreate the kind of atmosphere of the choose your own adventure novels, which is sort of what they've suggested is the ultimate goal, then this kind of railroading is unforgivable. And it should have been at the core of the design document. Instead there's claims that this is what it is aiming for, but the game itself fails to achieve that.
Labcoat Samurai said:
Besides, they do a good job of making it look like the *situation* railroads you more than the game. There are a lot of ways to complete Nouveria and a lot of ways it can turn out, but yeah, you can't just neglect to go there altogether. But if you don't go there, you'll have no way to find Saren, and the only possible outcome of the game is a horrifically bad ending. I guess they could have mocked one up, but why bother?
To be clear, my complaint isn't that you have to travel to these four worlds in (nearly) any order, to complete your agenda. And the plot coupons that Bioware lays out in Mass Effect are at least unique from one another, unlike KOTOR or Dragon Age, so kudos on that count. What is also present is the aformentioned railroading. Now, as you point out, they usually take pains to try to make it look like it's the situation that railroads you, when in fact it's a limited array of choices presented to the player.
For example: Look at the first two hours of Mass Effect 2. Being forced to work with Cerberus makes sense, as it sets up the structure of the rest of the game. However, it would not represent a massive plot divergence to be able to maintain a hostile and suspicious attitude towards Cerberus, calling the Illusive Man out on some of Cerberus' more dubious actions (for the record, the save does record which Cerberus Missions in ME1 you actually finished.) Instead there is a single line of dialog about how you know Cerberus from before, but you can't even really challenge the Illusive Man in any meaningful way (there are two spoilerific counter examples, the first of which does allow you to chew him out if you want, but then forces you to back down when he responds.) This isn't choice, it's a railroad.
Labcoat Samurai said:
There's multiple kinds of campaigns a GM can run. They can run you on rails, as FF does, they can run you on rails and give you the ability to shift the rails around a bit, off hand Deus Ex comes to mind, or they can simply turn you loose the Fallout or TES games are good examples of this. Now, Bioware keeps claiming they're on rails with the ability to shift, but, from where I'm standing, shifting around doesn't really result in any change.
In terms of the main plot, perhaps you're right. But I'm sure Kaidan, Ashley, and Wrex care what decisions you make.
Well... yes, and no. Yes, they would care (I'm not getting into they're fictional characters debate), but at the same time they aren't the ones making the decisions as to whether they live or die, you are. So, in that sense, their opinions are moot (if only after the fact).
Labcoat Samurai said:
I always enjoy these sorts of things more for the characters and relationships than the plot. The plot of Mass Effect is really just a contrived situation so we can have tension, threat, danger, thrills, and so on and so forth. Unless Mass Effect 3 surprises the hell out of me, there won't be any profound revelation that will make the Reapers into compelling, fascinating villains. They're just the classic "frightening alien" foil for our intrepid heroes. What makes Mass Effect interesting is how the characters handle the situations they are thrust into. Both games have been emotionally affecting to me, not because I am so relieved for the galaxy and the doomsday that was averted, but rather because I care about what happens to the people.
In this sense, I found a lot of the characters in Mass Effect, and really in Bioware games as a whole, more than a little shallow. They tend to introduce archetypes, and about the time you realize there isn't really much in the way of distinguishing characteristics between the various reused archetypes, the less appealing they are.
In particular Kaiden and Ashley grated on my nerves severely, hence my assertion that I would gleefully kill the survivor on Horizon in an interrupt if given the choice.
I do think Bioware's dropped the ball a number of times in the Mass Effect series, where moments or dilemmas could have been raised that would have presented a real consequence to your actions, but I'm left with Yahtzee's line from a Gears of War review, Mass Effect is "without a single challenging act, thought or deed, from start to finish." (And yes, I am transposing the acerbic Brit's opinions, and this doesn't reflect his opinion on Mass Effect.)
Labcoat Samurai said:
And in Mass Effect 2, any of them can die, even Shepard (though you really have to try, admittedly). So, if you're a person like me, who cares about the characters, the fact that any of them can live or die according to your choices makes for a profound feeling of influence and control over the outcome.
Except, you know, I don't. Okay, Garius, because I fell for that very heavy handed opening, Mordrin because he was the only character in the game who was actually funny, and Legion because the aesthetics of the character design appealed to me. But, for the most part I was highly apathetic towards the various characters.
Honestly, as characters there isn't a hell of a lot that distinguishes Jacob from Garius, Samara from Thane, and so on. (And don't even get me started on why Jack wrankles my nerves.) As a cornerstone of the game, ME2's characters are abysmal.
Labcoat Samurai said:
The problem is, starting with Dragon Age and to an even greater extent in Mass Effect 2, their writing is... well... bad. Especially when held up to the hype they've put into the games.
Can't really speak to the hype, but "bad" seems like a wild overstatement. I mean, compared to what, exactly? Had you said "adequate" I would have disagreed but I could see how we might look for different things in a game or that you might have very exacting standards, but bad?
Okay, on Dragon Age, the presented freedom of choice is of marginal difference (moralistically), there's
always a take a third option with no downsides. So you can either choose A, B, or A and B. Which undermines the entire concept of making choices.
The Dialog waffles. There's a base line medieval fantasy sect, which is bland, but otherwise unimpeachable except for being uninspired. There's characters like Alistar who just wandered in off of the set of Buffy, and there's characters like Leliana or Zevran who broadcast "I'm pretending to be one thing badly to make up for the fact that deep down I'm a complete sociopath", except, then they never even hint at something deeper (okay, Leliana does, but it made me want to go strangle someone.)
The characters themselves are teaspoon deep. Okay, if Zevran was actually a complete sociopath who had no problems carving his way through people en mass, and used his cheesy approach to get people to underestimate him, that'd be great, except the game (and the devs) make it pretty clear this isn't the case.
This isn't to say nothing works. Logain works in a pulp villain sort of way (though, not as the strategic genius he's supposed to be.) And Stenn radiates the whole noble warrior without table manors archetype pretty effectively. But enough of the party members are terminally shallow enough that the game as a whole suffers. (I did a specific write up of all the characters a while back, but I've no idea where it is, if you're interested.)
Beyond that, the story kinda functions in a very pulpy kind of way, but it has plot holes you can drive a Boeing 777 through. Shamus Young hilariously observed, the second stage to the Redcliffe quest basically involves you going off to find the holy grail on the random thought that maybe just maybe it might help, with no certainty that it wasn't simply a myth, instead of doing something, you know, productive.
Labcoat Samurai said:
Dragon Age has an egregious disparity between the hype it received, "an innovation in dark low fantasy," and all that bullshit, and a product that ends up, on the whole as a (relatively) kid friendly high fantasy version of Lord of the Rings.
It's significantly darker than Lord of the Rings. The closest Lord of the Rings comes to killing off a beloved character is Boromir, and I would say that it it is the manner of his death itself that redeems him to the point that losing him is a tragedy.
We lose Gandalf, sure, but then we get a "psych! just kidding!"
Cailan may be a bit of a fool, but he's a lovable one, and his death and desecration is graphic and shocking. Much worse than he deserves, both by its mechanical nature and the root cause (betrayal).
Yeah... I'm not talking about Boromir, though he is a good example. Some other characters who were terminally fucked up by the rings, include all nine Nazgul, Isildur and Golum. And the incedeous nature of the ring almost claimed Gandalf, Bilbo, Frodo, and Aragorn. Gandalf, Galadrael and Aragorn were all smart (or wise) enough to realize what the ring would do to them. And Faramir was wise enough to not press the issue. But, beyond the one ring, the setting is littered with all kinds of collapse and shattered kingdoms in the wake of Sauron's influence, Arnor comes to mind off hand.
EDIT: Come to think of it, with the exception of Sam and Tom Bombadil, everyone who so much as touches the one ring ends up irrevocably broken, or dead as a direct result, and a number of people suffer that fate without ever even coming into contact with it.
Labcoat Samurai said:
Worse yet is Duncan, who was a father figure to the main character and Alistair. Alistair himself can be executed if you betray him and allow Anora to rule. The honorable Harrowmont is up for summary execution if you side with Bhelen and permit it. You can coax the werewolves into viciously slaughtering the elves. You can convince the templars to execute the mages, including the grandfatherly Irving. You can knife a child to death, or, alternatively, blood sacrifice his mother in order to save him. The human noble origin leads off with your parents, your sister in law, and your child nephew all being murdered. Your parents, according to Howe, were tortured first.
So yeah... waaaay waaaay darker.
Except, in each case (except with Howe) the events are basically irrelevant to the plot. In the Redcliffe example, you want dark? Convince the mother to kill herself because she brought this upon her child (not as part of the blood sacrifice, she views that as a noble death), and then kill the kid, because there is no saving of abominations.
Maybe I've been spoiled by genuinely dark settings like The Witcher and Warhammer, but for me Dragon Age just isn't dark.
Labcoat Samurai said:
With Mass Effect 2 they were comparing themselves to Aurthur C. Clark in their prerelease material. Saying how the game would be deep science fiction and examine the nature of man versus machine. And... it's not.
I didn't see that prerelease material. But I agree that it is not deep, thought-provoking, philosophical science fiction.
It doesn't raise any serious issues the way science fiction does,
*some* science fiction. No reason science fiction can't be more about the story than about a philosophical idea.
Fair enough. You
can make the distinction between Science Fiction and Space Opera, and that was the distinction going through my head when I wrote that (I think).
Labcoat Samurai said:
it certainly doesn't ascend to the throne of one of the big three of Sci-Fi. It's a fun, light space opera, and that'd be neat, if they weren't plugging it as some kind of masterpiece that it isn't.
So it doesn't sound like you really think the writing is *bad* so much as not up to the standards you expected from the hype. I think that's one of those YMMV things.
No, it's bad. The hype only elevates to to an Icarian fall rather than simply sub par video game writing.