Characterization and Mass effect 2

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Spencer Petersen

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Now, before people start typing TLDR and proceed to make stupid accusations I will inform you of my background with Mass Effect. I played both games and usually found myself settling into a role of Paragon Infiltrator (playing renegade never really meshed with me, i always felt i was just being mean for its own sake). I ended up playing this way twice (well 3 times if you could the double playthrough in ME1), once female and once male, one of them I went OCD and got every bit of everything in the world, explored every planet, completed every quest, got all the DLC for 1st, some for the 2nd, got to max level, all loyalties/upgrades, the whole deal.
Also there may be spoilers, but if your reading this and haven't played the games I'm not really sure you would care now.

Now, I'm going to talk strictly of the between mission dialogue and such, because that and the shooting might as well be 2 different games. I've heard a lot of praise for this game about characterization and dialogue and other such stuff but I've always had a problem with that. Now, I do believe the companions are great characters, they usually are not set in their ways and how they turn out in the game is usually influenced by the way Shepard acts around them. IE Garrus can learn about how sometimes you need to bend the rules to get the job done or that regulations exist for a reason and we are no better then the people we are fighting is we disregard them. I love the supporting characters in these games.

My big problem is when it comes to Shepard. For me, the character arc for Shepard never existed. The only reason he is here is 1. We need to play as someone and 2. He's the chosen one. You may argue that Shepard's character is inserted by the player, but the problem i have with that is that you choose EVERY line he says. When you just came back from a mission where you enacted genocide to stop a future galactic war and are going to your various team members to explain you reasoning, you choose the justification for it. It could be "The risk was too great" which might be more reasonable to "Genocide is fun!" which may be the more crazy version of Shepard. This leaves only further room for the character to turn incredibly inconsistent and make decisions without any total character motive. The problem this creates is it doesn't make Shepard a character, it turns him/her into a caricature, a menagerie of cliches. A well developed character should have personalities that are consistent with a broader total character arc.

Shepard should change over the course of the game, he should learn about the difficulties the races are having, the intricacies of the galactic politics, the effects of massive-scale warfare on the individual. Instead we are thrust in to a character who, for all we know, knows absolutely everything about the universe and has all his moral decisions figured out. Shepard has no emotional investment in the broader outcome besides the extinction of all life (yeah, might wanna avoid that). The player just guides him in a variety of moral choices, directing Shepard to the next mercy/genocide decision. Now, granted, this would remove most of the moral ambiguity from the game and only polarize it further, but a compelling story doesn't need to have a good side/bad side. Now, I think the real cause for the lack of characterization of Shepard is the real lack of consequence. Massive decisions which the game tells you will have unparalleled effect on the world only seems to affect others, maybe just resulting in someone getting angry at you and whining in your ear for 8 sec between missions.

Now, here's the part where i put on my game design helmet and make suggestions about what could have been down to improve this part of them game:
1. Time Period
Something which believe could have made this much more compelling would have been having the game take place very shortly after humanity achieved mastery of the mass relays, allowing your character to witness first contact, opening regulations and even the first conflicts between the races. This would greatly improve the manner in which the intricacies of the game world are conveyed as Shepard is really oblivious to the new and exciting races. This would provide so much opportunity to really have you character make an impact on the world, as you could be the person to really show what humanity has to offer to the universe.

2. Character
Now, ask yourself this, what if the next Mass Effect (or even the previous ones) allowed you to play as any previous companion in lieu of Shepard if you so choose? Doesn't that seem much better? You choose a character who has an emotional investment in the events, an interesting past and a variety of personalities which are all consistent yet unique and fit the character much better. I know this is a lot like dragon age with origin stories, but because these characters are fleshed out you can really roleplay with them. Plus, this can help the finales of both games have more importance. The death of the citadel has more impact if you have a long history of either oppression or favor with the council. And the destruction/cleansing of the collector base might be more important when your race is/is not the primary beneficiary of the technology.

3. Choice
Imagine if the Mass Effect asked you a variety of baseline morality questions at the start and then crafts the game experience to best fit what you would do. Sure much of the choice would be gone but replace it with a system that reinforces the characters rather than pulling one together from a collection of cliches. Some say this might reduce immersion, but instead of Shepard taking mercy on a band of pirates then enacting genocide you might get a more understandable Shepard with consistent views on important morals. Plus the game still has choice, but instead of evil shep vs good shep you get a shep who believes in tough justice, or a shep who believes strongly in human domination, or mercy, or any number of unique and diametric personality traits. With the current system you are supposed to choose between 2 ideal sets, individualistic and cruel, or merciful and group oriented, but who are they codependent? Can you be a merciful hero with a strong belief in humanity being stand-alone. This system would still allow you to roleplay as evil shep and good shep, but it provides so much more ambiguity.

And so, to wrap it up, I believe Mass Effect succeeds in terms of characterization and development only in terms of its supporting cast. But in terms of setting up a character arc for the main character its fails miserably. The character is dull, not invested at all, infallible, inconsistent and cliched. On the other hand, the supporting cast is widely varied, interesting and deep, and I believe that Bioware should focus more on the existing companions instead of focusing on Shepard in the future titles (oh and believe me, there's gonna be spin offs, this is one of EA's cash cows). So what do you all think? Agree? Disagree? Just here to make a joke at my sexuality? Either way, post a comment
TL:DR Go read the fucking thing
 

eggy32

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Well of course they didn't give Shepard a distinct personality, you're supposed to be him or he's supposed to be you. If they gave him a distinct character and personality then there's be no player made choices in the game.
 

Arachon

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I have to say that I agree with the poster above me, It's difficult to "build" a personality of a character that is controlled by the player, I think the developers rely more on that the player him-/herself will develop in accordance with the in-game events, playing the character consistently with what they feel.

Of course, you still have the option of being all schizophrenic, but I can't help but feel that you're sort of "breaking" the game at that point, and ignoring the story and characters.
 

Spencer Petersen

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My biggest problem is that the post-mission interactions are mostly on-rails. Spoiler Alert. At the end of ME2 you had the choice of destroying the collector base or just cleansing it so that Cerberus could confiscate the technology. I ran through it as a Paragon, and when I got to the part I saw that the Reapers were far too advanced for us to take on with bravado and pebbles so I decided that for the good of all life I had to save the technology. After the ending I talked with the illusive man and my Shepard was completely different than she had ever acted in the game thus far. She basically betrayed the character I built. I really thought they had some way of making some middle ground for Shepard, something like "I saved you technology, but I don't approve of Cerberus at all, and after the Reapers are done I'm coming after you." But instead my Shepard went all "You're gonna have to try and keep up with me, because I'm the baddest mo-fucka in this galaxy" without any thought for how she had acted before the mission.

After the first few dialogues, the choice is gone from the game. Shepard seems like (s)he has free will, but deviate at all from straight paragon and straight renegade and you'll end up with moments where your Shepard disappears and their opposite take their place for a conversation.
 

oplinger

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Games like ME are not designed for middle ground, they're designed for black and white results.

...Sadly we always hope for grey, but we always get more black...and more white.
 

L4hlborg

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I thought that most of my Shepards develop into interesting characters. If they don't, I usually just don't bother playing that profile. It's mainly about your attitude towards the game.


oplinger said:
Games like ME are not designed for middle ground, they're designed for black and white results.

...Sadly we always hope for grey, but we always get more black...and more white.
I never really thought the games where black and white. Sure they have a morality scale thingy, but I didn't always agree with it. For instance, in Legion's loyalty mission, I thought freedom was cool and the game thought that it was bad.
 

Zhukov

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I never quite thought of Shepard as a character. He/She's more like a lens that the player uses to explore and interact with the setting.

...

Jesus Christ. That sounded horribly pretentious. Let me try again.

I've always considered Shepard to be a bit like Gordon Freeman with a voice. There, that's better.

Sure, the implementation isn't perfect. But it never really bothered me.
 

Kennian

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There are two sheps... One a shining example of the best in humanity and two, everything depraved and wrong. It realy isnt that hard
 

similar.squirrel

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Kennian said:
There are two Shepards... One a shining example of the best in humanity and two, everything depraved and wrong. It really inst that hard
Did you play a pure Paragon or Renegade on your first play-through? Or did you act in a way that reflected your own views, however varied? I'm guessing the latter, for some reason. I have never met anybody who consciously manipulted the morality system on their first time around.

The problem with the morality system is that it largely presents a world-view of absolutes. This wouldn't be a problem if your actions 'stacked'', so to speak, and Shepard's personality itself was changed instead of just the world around him.
Instead of exacerbated facial scarring, why not change the dialogue options outright as a consequence of your actions? People develop their personality through their actions as well as the other way around and Mass Effect already has the latter covered.
Would it really be that difficult to implement the former? Act like enough of a genocidal, pro-Human maniac and Shepard would get stuck in an ideological rut that would be excessively difficult to get out of.

Don't get me wrong, the Mass Effect series is probably my all-time favourite, but as the OP pointed out, there is always room for improvement.
 

AVATAR_RAGE

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oplinger said:
Games like ME are not designed for middle ground, they're designed for black and white results.

...Sadly we always hope for grey, but we always get more black...and more white.
I still think we should have a grey area in addition, adds more depth
 

Kennian

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The problem there is that it limits player choise... I could do a 180 late game and be a total ass, no the thing that bugged me were the qte's. Half the time the " renegade" tiggers just made sence for both sides!
 

manythings

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AVATAR_RAGE said:
oplinger said:
Games like ME are not designed for middle ground, they're designed for black and white results.

...Sadly we always hope for grey, but we always get more black...and more white.
I still think we should have a grey area in addition, adds more depth
There is grey and it's meant to be YOUR choices. At no point is the game enforcing anything, there are options that you can take. The bars aren't there to score or judge you they just reflect how other people would view you. I've played the game making the choices I felt were appropriate (And with 6 plays of ME and 9 of ME2 I think I can talk about it) and it leaves a guy with some paragon, some renegade and alienated crew who won't trust me to advise them on decisions.

I have yet to meet a morality system that does a better job than BioWare's ones (Maybe cutting the points scores and bars would improve things, it would be cool to have the option) but 95% of morality systems are stark as fuck. Fable is the worst offender where every decision made in the game became irrelevant in the face of this one last Devil/Jesus question. You have inFamous where morality governs your powers and grey is when you are weakest.

My only comment on characterisation is RPG means something and that should sum up why Shepherd has no character of his/her own.

Kennian said:
The problem there is that it limits player choise... I could do a 180 late game and be a total ass, no the thing that bugged me were the qte's. Half the time the " renegade" tiggers just made sence for both sides!
The renegade is the pragmatist that shoots the gas tank/asshole who pushes a guy out of a window 150 storeys up because that's how he rolls. The paragon doesn't shoot people if there is another option. Please remember this if you ever join a law enforcement agency.
 

Soviet Heavy

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I just don't like how in ME 2 you are forced into either being full Renegade or Full Paragon to keep your team together. If you play it the way you feel you as a person are, people will die. But if you play it the way Bioware offers, everyone is safe.

That doesn't give much freedom to the player.
 

omicron1

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I'm waiting for a game in which player choice is tied directly to how the character has behaved so far - so that you may actually be unable to take many points of view because your character doesn't think that way.

To carry on with the Mass Effect example, the only way ME does this is that there are a limited subset of "extra" chat options which require a set Paragon/Renegade value. In ME2 moreso than ME1, it is possible for both types to be unlocked at once...
...and there are always "backup" options which allow you to go either way from any given gameplay choice, just with less flair. This is the problem: if my Shephard is a paragon of paragons, she should not even think of backhanding somebody just for disagreeing, or of taking options that are even slightly renegade-oriented. Mass Effect pretends to "moral choice," then dilutes it to a point where it barely even matters...

That is all.
 

Soviet Heavy

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I've just thought of an idea. At the character customization screen, they should have had an extra option when choosing background.

After you choose your background, you then choose up to three Shepard Characteristics, like the traits system in The Sims. Stuff like "Jerk with a heart of Gold" or "A father to his men" As options. These then decide what sort of answers Shepard can give and in what tone of voice. So you can still choose your choices morally, yet they are still consistent with the character traits you chose.