Thursday, July 5, 2012

Mass Effect 3 Review: The Ending, Before and After!



The ending of the Mass Effect series has been discussed a lot. A LOT. It's kind of an unprecedented situation. 

BioWare, a company known for awesome video game storytelling, creates a trilogy of games in one of the most well-realized imaginary worlds ever created in the medium. People love this world. Passionately. Then BioWare fails to stick the landing. Deafening rage and butthurt echo across the Internets, who have nothing more important to worry about. So BioWare, at what I'm sure was considerable expense, makes a free patch to expand the ending. It makes things kind of better. Life, somehow, continues.

(By the way, this whole sorry incident is excellent proof that their IS such a thing as bad publicity. BioWare's reputation for good storytelling is invaluable. They saw it threatened. They reacted appropriately. But I don't think anyone working there is happy this happened.)

What the ending screams to me is that the developers didn't have the time and budget to do the ending they wanted to do. ME3 is SO ambitious and covers SO much ground that they didn't have time to give the Reaper issue the attention it needed. But this isn't the end of the world. The Reapers were never very multi-dimensional. The Krogan and Geth and even Cerberus were far more interesting.

So, if this is the case, piling onto the ending seems a little mean. Making a video game requires doing much with limited resources. You can't afford to do everything.

But, then again, after three games of this size, we have an expectation that the writers will end it well. I want to talk about my two problems with the ending- one which the patch fixes, one it doesn't. I aim to discuss game storytelling in general and what does and doesn't work.

(Please be assured that the following has no spoilers for Mass Effect 3 whatsoever!!!! If, for some reason, you don't believe me, leave immediately!)

What Is NOT a Problem

Some criticized the ending for creating some plot inconsistencies with things learned in the DLC for Mass Effect 2. (Namely, that blowing up a mass relay destroyed the solar system before and now it doesn't.) The horrors.

DOES ANYONE REALLY ACTUALLY CARE ABOUT THIS!?!? IF SO, RAISE YOUR HAND.

(Pause.)

I didn't think so.

Also, some put a lot of time into proving Shepherd was actually under Reaper control and the last game was a dream or something. (The famed Indoctrination Theory.) Of course this wasn't true. This was a AAA mega-million dollar game series that had always approached everything in a reasonably sane manner. They weren't going to end it with goofy Sixth Sense trickery.

And many thought that you didn't find out enough about what happened to your friends and to all the races you helped. I can buy this as a complaint, but it's a judgment call. I honestly felt I'd learned enough about what was going on and where things were heading to have closure. Bloody, unrelentingly gruesome closure.

So what are the problems?

Problem 1 - The Incredible Grimness

The unpatched ending of Mass Effect 3, unless you do a ton of side-quest farming and multiplayer, is awe-inspiringly grim. Everyone dies. Shepherd dies. The mass relays are destroyed. The Normandy is a wreck. The Earth is a cinder, surrounded by fleets of aliens stranded far from home. (Including the notoriously peaceful and easy-going krogan.) Space travel is over for, well, a very long time, if not forever.

Dude. And I thought the ending to The Sopranos was a poke in the eye.

But here's the thing. This aspect of the ending is legit. People don't generally like unhappy endings, but this is a subjective judgment. Unhappy endings are legal. They are allowed. It's not where I would go as the default ending for a series of this magnitude, and it is a HUGE change in tone from what came before it. But it is not technically wrong.

And, just between you, me, and these four walls? I admire their balls for going so dark. I wish more developers did it. Unless you believe things can go really wrong, there is no real sense of achievement or relief when they go right. One of the reasons Law & Order was such a compelling show is that the bad guys frequently won.

But the patch changed this. It's less bleak. Gives more hopeful details of the future. I can live with it either way.

But what really bugs me is the main element of the ending.

Problem 2 - The Star Child. Or Whatever.

My biggest disappointment in the ending of Mass Effect is this: It was a cheap deus ex machina. I didn't get to make the WIN for the team.

Look. The galaxy was invaded by the horde of horrible bug creatures. I wanted to FIGHT them. I wanted to figure out their weaknesses. I wanted to use the cunning and resources of the peoples of the galaxy to figure out how to kill them, and DO THAT. I wanted the ending of the story to be a celebration of courage and general badassery.

What did I get? You take some weird spaceship and stick it into some other spaceship. And then baby SpaceJesus (tm) appears from somewhere and uses StarMagic (tm) in the way you tell him, and this makes everything different forever.

Now, let's set aside the ookyness of having the fate of the whole galaxy be decided on a whim by one bloodthirsty gun guy who happened to be at the right place at the right time. I think the ending was perfunctory, non-sensical, and a true wasted opportunity.

At the end, you push a button to choose the fate of the galaxy. It did not provide a fraction of the joy I would have felt at actually finding a way for humanity to take down those stupid Reaper ships ourselves. The ending, as written, was the space opera equivalent of giving the last place soccer team a trophy for Trying Very Hard.

Whew. I Should Take a Pill.

I generally love BioWare games and write nice things about them, so much so that I have been accused of sucking up to them to try to get a job. (I have a job, thanks. And, believe me, if BioWare wanted me, they'd have said something to me by now. They know I exist.)

It's a great series, full of fond memories. My wife and I spent an enormous amount of time in their world, and I don't regret it. I still recommend it, especially ME1 and ME2. And then ME3 with the patched ending.

So. Any news about Dragon Age 3 yet?

Monday, July 2, 2012

Mass Effect 3 Review: The Good Stuff



Since I write so much in this space about fantasy role-playing games in general and Bioware stuff in particular, I feel kind of lame for saying nothing of note so far about Mass Effect 3 (ME3). The Mass Effect series is one of the best series in the genre, written by one of the best development houses, and BioWare has long been a huge influence on my work.

(Note I picked female Shepherd for the image above. Because FemShep is just better.)

People really care about this series. Perhaps a bit overmuch. If we as a people could give to real problems the same focus and energy we expended on arguing about the ME3 ending, the world would be a better place.

I played Mass Effect 1 and 2 obsessively. All side quests, all everything. I played Mass Effect 3 front to back (skipping a lot of the side quests, which sort of telegraphs how I felt about the experience), experienced the ending, and then watched the recently patched new endings on YouTube. There's a lot of good stuff here for game geeks to argue about, though, before I get too cranky about it, I wanted to say what I liked.

The Setting

I think the Mass Effect setting is one of the best in computer games. BioWare has this stuff down to a science. It was only when I was playing ME3 and revisited all the great conflicts in the series: Salarian vs. Krogan. Geth vs. Quarian. Humans vs. Everybody, that I really started to realize how much stuff there is. How complex and nuanced the issues facing the characters are. How interesting the setting is and how that, in turn, leads to interesting stories.

Between Mass Effect and Dragon Age, I personally think that BioWare is the best maker of computer game settings. I hope they keep doing it.

The Gameplay

Tight as a drum. Except for occasional problems finding walls my character could hide behind, the game plays well. It's fast paced, fun, and full of exploding things.

I do wish that there was more variety in what you could do. I desperately miss the vehicle sections in Mass Effect, which were great for breaking up gameplay. They had their problems, but, honestly, I think the game would be much better if those sections had been improved instead of dropped entirely.

The Ambition

The world of Mass Effect is a huge epic full of intractable conflicts. There were a lot of them left at the end of Mass Effect 2. The developers decided that, in ME3, they would all be settled. This makes the story of ME3 one of the most ambitious and far-reaching of any game I've ever played. It's a very generous gesture to players, a bit of fan-service to make sure that no lingering issues, even ones that could easily support a whole full game on their own, remained.

This choice was a little problematic in the execution. The ways these plots were settled felt a bit perfunctory. By the end of the game, there was no problem so enduring and thorny that it couldn't be solved by one guy fighting his way down two long corridors littered with chest-high walls. Still, the game wanted people to leave the series content, and it did its best to give the fans what they desired.

It's a great series. I hope these dialogue and story-rich single-player experiences still have a place in the gaming industry. I truly enjoyed it (especially the first two). I'm grateful to Bioware for making it and hope they keep making games like these.

Now that this is done, I have another article to write about the ending. I hope I can come up with something fresh to add to the countless gallons of virtual ink that have been spilled on the issue.

Tuesday, June 26, 2012

Quick Book Thought, Apropos Of Nothing

Have you ever noticed that there are some books that, when you carry them around, make people want to start conversations with you?


(The Stand was a big one for this. Also, The Man in the High Castle.) 


Why do I bring it up? 


Because I just started A Game of Thrones.

Wednesday, May 30, 2012

Quick Thoughts On Android

One of our games, Avadon: The Black Fortress, came out on Android recently. (It's also on the Amazon App Store.) The experience was very tiring and time-consuming, and it will great outside support (such as the Humble Bundle wanting to help with the port, as they did with Avadon) for us to go through it again. If you are a small development house without a hit big enough to get the attention of the big boys at Google and Amazon, it's really hard to summon up the resources to deal with the things that make Android so tough to develop for.

And what are those "things"? If people are interested in a developer's view of the Android situation, the Penny Arcade Report had a really good article on why one dev is avoiding the platform. It's only describes the beginning of the problems, but it's a very good start.

(If anything, the article sells short how many devices there are out there, each with their own weird quirks and bugs, and how much extra testing and debugging time you have to spend dealing with the mess. It's even harder when you write games for tablets, like we do.)

The comments on the post are very worth reading, as they provide a classic example of how evangelists for a platform can be capable of erecting a Reality-Dispersal-Field, through which not even the hardest facts can penetrate.

Thursday, May 17, 2012

More Boring Stuff On Why Video Games Are Art. Also, Ponies!


OK, I'm back, and I'm about to write about evil, art, and game design. To make it all go down easier, there will also be ponies. So read, on but remember ...



GameBanshee writer Eric Schwarz wrote a tough but fair review of our recent game, Avernum: Escape From the Pit. In the review, he made a comment about the game's story that I thought was really interesting:

"The game world's overall tone and morality is also a bit strange - slaughtering Slith (lizardmen) farmers in the name of the king might be uncomfortable, but the game world certainly doesn't care."

I actually liked this comment a lot, but he didn’t go near as far as he could have. There are places in Avernum where the morality gets even stranger.

For example, one of the main foes in the game is an army of savage lizard men, called slithzerikai, sliths for short. (The sliths are not all hostile. They have friendly settlements, and playing as a slith is an option in later games in the series.)

In one of the dungeons, you have the option to smash a huge clutch of slith eggs. If you do so, several of their guards attack you, but that is the only negative consequence for what most would consider a pretty evil act. I have been accused in my forums of encouraging baby-killing in my games. And, yes, I did allow the player to do a pretty horrible thing with no punishment. And I have written games in which the player can choose to do things that are even worse.

Why did I do this?

Because computer games are art.

Oh God, No, Shut Up!

Yeah, I know. The debate about whether video games are art is probably the boringest thing in the history of boring things. To liven this blog post up, here are more ponies. Hey ponies, what do you think of tedious navel-gazing blog posts?



Products Of My Own Weird Brain

Avernum: Escape From the Pit is a rewrite of Exile: Escape From the Pit, the very first game I released as shareware. It was the first Real Game (tm) I ever tried to write, and it was a pretty wild, uncontrolled process. Since I'd never done it before, I just went crazy, throwing encounters and plot bits and moral dilemmas in willy-nilly. It was a raw, unguarded process. I didn't second-guess anything. I just took how I thought and how I saw the world and put it down in the computer.

This is how storytelling works.

I've always been a huge news junkie. I still keep a close eye on what is happening in the world, as it fascinates me. (And is an endless source of fresh material.) Doing so, however, has given me a very cynical worldview. Our world has many, many principled people, struggling against enormous odds to increase the reserve of justice and kindness available on the planet.

However, these generally unsung heroes fight against an overwhelming amount of awfulness. Ours is a world where horrible things happen to undeserving people on a constant basis, and nobody who is not personally involved will ever know or care.

This is how I see the world. It's not right or wrong. It's just how I see things. When I write a story, any story, it will be colored, in ways obvious and subtle, by this perception.

This is why the morality in Avernum (and in all of my games, really) seems a bit "strange." Because it reflects my worldview, and being exposed to how another humans sees the world can be weird and unsettling. This is what makes art cool. It lets you see how other people think.

Important Disclaimer

My games reflect how I feel the world IS, NOT how I feel the world SHOULD BE. I do not personally endorse crushing the weak, hunting goblins for sport, or smashing slithzerikai eggs. Extrapolating an artist's personal experience and views from his or her work is very rarely accurate and is generally a waste of time.

Hmm. I'm getting Bored. So here is this.



So Why Leave Do I Leave the Horrible Bits In?

Because I write role-playing games.

The term "role-playing" has become hugely debased since it was created. Most RPGs don't give you the opportunity to actually decide what sort of person you want to play, even in the simplistic way computer games allow. That is why I always try to put moral choices in my games: to give the player more agency in what is going on and to help him or her feel more attached to the little computer person they control. And the better and more dramatic the choices you allow, the greater the effect.

Thus, I give the player a chance to be evil from time to time. If they choose to be good, it affirms their character as moral and admirable. If they choose to be evil, it's probably so they can get a vicarious thrill from engaging in craziness they would never consider in real life. Either way, the option to be evil gives the option to be good more meaning.

But I have to play fair. If someone is evil, I can only punish them if it makes sense. Sometimes, evil is not punished. Thus, I don't always punish it. Sometimes, but not always.

There's No Right or Wrong Ways To Design These Things

I wanted to pull out and discuss that review quote because it was, in the end, a perfectly subjective artistic judgment. There's nothing wrong with that, of course. Reviews are nothing but subjective judgments. That is what makes reviews cool. My game made Eric Schwarz feel a little unsettled. That wasn't a right or wrong reaction. It was just his honest reaction, and I'm happy to get any reaction at all. I'd rather make someone feel something, even if it's not positive, than for my game to generate 30 hours of "Meh."

As computer games develop as an art form, I look forward to more discussion about what they mean and how they affect us. (Though, of course, I may be the only one.) People are more interesting than polygons.

In Conclusion

Thank you for your patience. I hope it went well. How did it go, Spike?


Thanks, Spike!