Showing posts with label Mass Effect. Show all posts
Showing posts with label Mass Effect. Show all posts

Saturday, March 7, 2015

Villain Agency vs. Player Agency


So I finished Dragon Age: Inquisition a few days ago and here come the spoilers. I keep thinking about Corypheus, the game's villain, because he's the weakest element in an otherwise excellent game. In fact it's rare to see any piece of fantasy media so good where the villain is so mediocre.

Corypheus isn't scary, and he's not scary because he waits around to lose. His repeated losses, and the crumbling of his power base from its high point at Haven (the first time he appears in person), remind me of Warcraft 2. Each fight in Warcraft 2 pits you against an enemy army, and you either win or you try it again. There's no branching mission structure like in some of the old Wing Commander games. Your steamrolling victories undercut any sense of tension, because as you keep winning, it's increasingly obvious that your enemy is getting its ass kicked on every front. The final battles feel less like a death-defying victory against impossible odds and more like mopping up the last remnants of an already-defeated foe.

That works fine for Warcraft 2, which is a strategy game with a light sprinkling of narration, but it feels anticlimactic and somewhat pathetic in DA:I. But the interesting thing to me is how Corypheus' weakness ties into one of the game's primary selling points: Dragon Age: Inquisition gives you all the time in the world to be a hero. It lacks many of the irrevocable decisions and half-blind choices of previous Dragon Age and Mass Effect games and permits you to revel in a kind of timeless fantasy of heroism. Refugees are starving? You can feed them whenever; they're not going to actually starve. Cultists are causing trouble up north? Send someone to deal with them whenever you have a moment. DA: I combines the wide-open structure of Skyrim with the solution-oriented storytelling of other BioWare games; the result feels almost like a casual game in that it's structured to make you feel really good about accomplishing really simple tasks. And that's not an insult: the game feels great.

But that villain! Man, Corypheus has nothing going on. He's allowed to lash out once, at Haven—to devastating effect—and then he hangs around in the background waiting for you to level up enough to fight him. Letting him lash out at the player a second or even a third time, or being able to see the inevitable growth of his armies on the Battle Map, would have helped. Back when I ran tabletop games, I'd often interject free-roaming exploration (let's say ten areas that need to be explored) with villain-activated scenes. For example, the villain would attack when 25% of the areas had been explored, again at 50%, and again when the characters accomplished a major goal. It's a simple but effective trick for making the NPCs come alive. BioWare has used that trick with party-NPCs since Baldur's Gate; I would have love to have seen Corypheus “activate” the same way, for example, Iron Bull's “I want to kill dragons” plot activates the first time you kill a high dragon.

Corypheus got me thinking about Sephiroth, since they—and their games—are such opposites. Final Fantasy 7 is a straight-line slalom run where the protagonist's lack of control is so fundamental to the game it's an aspect of the story, and the joke about FF7 is that you spend the whole game chasing after Sephiroth, always missing him by five minutes. And by almost every standard FF7 is inferior to DA:I. Except I've been watching a longplay of Final Fantasy 7 on YouTube and...Sephiroth is scary! I've played the game and Sephiroth is still scary! Every time his music plays I sit up straight because the guy is so unpredictable. History has allowed Sephiroth's long-haired pretty-boy image to eclipse his half-smashed spider behavior. He's a fucking nightmare! He tears the setting apart, runs all over the place, kills your friends, kills your enemies, messes with your mind, and he's nuttier than a shithouse chipmunk, which means that even when you understand his plan, you don't really understand his plan.

It's been fascinating watching BioWare since for the past 5-10 years they've been interrogating themselves about how to balance player agency with the emotional needs of a good drama. Their previous offerings often punched up the emotional impact of their stories by denying us meaningful choice, which culminated in the clumsy ending of the Mass Effect trilogy. DA:I is the closest I've ever seen them come yet to a perfect balance. It gave us all the agency we could ever want, though here and there the drama fell flat. But every game seems to bring them closer to some elusive and perhaps asymptotic ideal; I cannot wait to see what they try next.

Now if you'll excuse me, I have to get back to that longplay and try to hide whenever Sephiroth's spooky-tolling-bell music starts up.

Thursday, May 15, 2014

Games About Stuff

I've had this thought kicking around since I finished Mass Effect 3 and didn't want to discuss it for fear of spoiling things. But the science fiction trilogy concluded a while ago and I figure I ought to get these thoughts out before they slip beyond the horizon of cultural relevance.

You may recall a great deal of anger about the ending of Mass Effect. I'm sympathetic to people's frustrations but also to the designers' desire to end their franchise.

I think people approach stories (including story-heavy games) in two different ways. Some people are in it for the story and some people are in it for the world. People also care about the characters, but the way most writers make stories, characters fall into two types: story-characters (who undergo fundamental character changes across the narrative, like Luke Skywalker) and setting-characters (who remain basically consistent, like Captain Kirk). Most people don't analyze how they enjoy stories, but I see people gravitate toward one type of story or another based on their preferences, and I've seen people get all kinds of angry when their initial assumptions about the type of story they're experiencing don't pan out.

Mass Effect had that problem. People thought--and some of it was wishful thinking--that Mass Effect was about the Mass Effect setting, and that was a reasonable view to have, because the setting had so much in it: Cerberus and Reapers and the Council and biotics and the Presidium and space pirates and a million other things. And it came as a shock to a lot of people when they learned Mass Effect was really about a single story (Shepherd's decision) and a single theme (the old man vs. machine chestnut). Mass Effect was a game about something, and it also happened to have a universe attached to it. Mass Effect 3 dragged together most of the previous two game's plot elements, from the Genophage to EDI, and showed how they were all the same kind of story.

Mass Effect 3 didn't do a perfect job at that, which is part of the reason why a lot of people were mad: ME3 was far from perfect; its execution was often heavy-handed and clumsy, and it exposed the fundamentally linear nature of Bioware's stories, despite all the writers' attempts to hide that fact. But more importantly, ME3 took people's universe away.

The Star Wars "expanded universe" has been lurching along for almost 40 years now. Almost everything in the EU sucks, I mean, it's worse than bad, it's completely terrible and full of elements so tone-deaf that I wonder how they ever seemed like a good idea. But as a tabletop gamer, I've had an absolute blast running games in the Star Wars universe.

The Mass Effect universe is just as cool (I imagine a whiteboard at Bioware, Day 1 of New Science Fiction Game, with "Universe Just As Cool As Star Wars" written on it and underlined three times), but I won't ever play in that universe because the designers destroyed it. Now, I'm not all broken up about that, because I can build my own settings and there are plenty of ready-made ones, but if I were the sort of person who loved Mass Effect for the universe, ME3 would have been a kick in the junk. No more Omega, no more Alliance, no more permanently-unresolved stories about the Krogan vs. the Salarians or the dangerous Batarians and their hatred of humanity's success.

But...Some of these desires, I think, are toxic to creativity. The Genophage was interesting for 2 1/2 games; dragging out the angst interminably is what makes superhero comic books so unreadable. Ditto the Batarians. And I think it's naive to expect that the "real story" of Mass Effect is Shepherd and his/her friends fighting Batarian gangsters forever. We all knew ME was going to be more than that, and anyone who knew the first thing about science fiction could see in what direction the plot was going to go.

Further, I kind of respect the designers for blowing up the universe. "No, Mass Effect isn't a setting that gets played out forever, that gets cluttered up with fanfiction-level content after ten years, that slowly spawns an incomprehensible and labyrinthine continuity that alienates all but hardcore fans; Mass Effect is a story about one thing and when that one story is done, the curtains come down." It takes integrity to do that, and it takes a firm understanding of what your story is about.

It's just a shame that what Mass Effect was about was handled so clumsily. But that's an issue of game design, which is outside the scope of this undirected musing. I respect what Bioware tried to do, but I think that, in their attempt to close off the universe, they closed off the story too, and gave us a strangled whimper to conclude their narrative. I don't want to mess around in the Mass Effect universe forever, with the setting's dramas frozen in time for my eternal savoring, but I wanted more of a decision about how I brought down the curtains.