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

Wednesday, February 13, 2013

#56: The Timeless Question: What is an RPG?

Most of you out there know that I love to talk about video games. I derive pleasure from discussing what makes certain games work, where they go wrong, whether or not their stories make sense, and so on. Out of all of the questions related to video games that one could asked, there exists two that I dread seeing. These two are “What is a game?” and “What is an Role Playing Game (RPG)?”. This week, I will be discussing the latter because the topic came up on Twitter the other day and the realization dawned on me that I would be unable to answer that question in a series of 140-character posts. The fact is that there are so many games under the umbrella term of RPG that a definition that is broad enough to include all of them, yet narrow enough to exclude other types of game. With that in mind, coming up with my own definition and then working it around all the kinds of games in the genre would be impossible. Instead, I think it would be best to analyze all the games, from Mass Effect, to Fallout, to Final Fantasy, to Kingdom Hearts, that people mostly agree fit under the term and create a definition of “RPG” based on what all of them have in common.

The first of these characteristics that I notice in all RPGs is an overall sense of progression. By that, I mean that as the game goes on, there is generally a sense that the protagonist is growing and getting better at certain feats. Most of these games accomplish this through an experience/leveling system. As players accomplish objectives and dispatch enemies, they gain experience. After enough experience, they level up and gain stats and/or skill points used to purchase abilities. This model is one of the most common, appearing in Final Fantasy, Persona, The Elder Scrolls, and many similar games. Other franchises like Fallout add perks to this to further a sense of growth. While this is the most common method of instilling a sense of progression, it is by no means the only way to go about it. Both Deus Ex and its modern sequel, Deus Ex: Human Revolution, employed different systems. The original Deus Ex gave players Ability Points directly, after completing objectives or finding certain locations, which they could spend on skills from different types of weaponry to more passive skills such as First Aid, Lockpicking, or Swimming (which I would not recommend). Deus Ex: Human Revolution had experience, but instead of ability points which increased certain skills, they allowed protagonist Adam Jensen to unlock the cybernetic augmentations he is equipped with. Regardless of what systems are in place to encourage it, an RPG always has some way to make the player feel like his/her character is growing in either skill or power.

Another very common characteristic in RPGs is that designers tend to place a very large focus on the world and its inhabitants when making them. If players take the time to talk to people and explore in an RPG, they can expect to learn about economies, cultures, society, geography, political struggles, and more regarding the world or region that it takes place in. Games like The Elder Scrolls and Fallout (both older and newer titles) can boast a very rich and detailed world just waiting to be explored. That is one of the biggest draws of those games, and a topic I have written about before. Also, Bioware games like Mass Effect, Baldur's Gate, or Knights of the Old Republic serve as good examples. Like it or hate it, a major part of what makes the Mass Effect franchise so popular is that Bioware took the time to envision and develop a very vivid lore that most of the fans fell in love with. Learning about all of the various races, their cultures, and beliefs is half the fun of the game to some players. This is also true for the Japanese side of the RPG moniker. While games like Final Fantasy and Persona do not necessarily need to have very detailed background information due to how linear those games tend to be, players of them are often treated to pretty interesting worlds like the land of Spira in Final Fantasy X or the rural town of Inaba in Persona 4. The people and places all have there own story. The church of Yevon and the story of its creation and internal corruption are as fascinating as the discovery of a world inside the TV and all of its mysteries. When it comes down to it, all RPGs have deep, interesting worlds to learn about and/or explore.

The last element that I have noticed in all Role Playing Games to some extent is a feeling that the player has some element of choice in how the player character/party develops. Admittedly, this one is going to be a bit of a hard sell, so hear me out. In most western-style RPGs, this characteristic is pretty obvious. Usually, the player gets to choose what skills the protagonist has and/or how they develop. This is usually tied into the development system, similarly to the sense of progression. Players can often be asked at the start what class they wish to play as, a tactic employed in Alpha Protocol and other games. This can either be used separately or in combination with a system that gives players Ability Points to spend on skills as they rank up. Another well known system in Western RPGs is Skyrim's system where skills develop as they are used. From the other side of the coin, in JRPGs, this characteristic may be less noticeable, but I feel that it is still present. Games like Final Fantasy usually have characters evolve on static and fairly predictable paths, at level X they acquire ability Y. However, all of these games have some form of customization. The very first Final Fantasy allowed players to choose their character classes at the start of the game. The second had abilities level up upon using them. The third and fifth had job class systems that allowed players to experiment with different classes and truly customize their characters to their own playstyle. And most others allowed players to pick their party from a very large group. All of these games have some element that allows players to pick their own way to play through the game. The other notable JRPG, Persona, is also extremely well known for this thanks to its system where the player character and hold and use different personae while the rest of the party can be chosen from a diverse cast of character, although earlier games in the franchise allowed all party members to switch personae. Every RPG allows for players to think for themselves and play through them in their own way.

To me, all of these elements are what separate an RPG from other genres of video games. A strong sense of progression and customization along with a detailed world are ultimately what binds all of the games under this heading together. While this is the definition that I have reached, I will not claim that this definition is absolute by any means. Feel free to dispute and criticize my opinion on this subject all you like. I would welcome the conversation gladly. Whatever your own opinion is, I encourage you to discuss and share it with others.

Wednesday, November 14, 2012

#46: The Distressing Implications Behind “Hepler Mode”


A long time ago (at least 350 internet years, which translates to around one year ago on October 2011), a writer at Bioware named Jennifer Hepler was the object of immense controversy. At the time of this incident, one statement is particular was brought to light that she had made six years ago: She had told interviewers that she wished that developers would more often include more “casual” difficulties for people like her that do not necessarily enjoy playing video games, but like to be engaged in a good story, in which the gameplay sections are skipped in order to go from dialogue to dialogue. Though at first I was in support of this “Hepler Mode,” in time I began to change my mind. This is not to say that I am against making easier difficulties for new players. In fact, quite the opposite is true in that regards. In the past, I have been vocal in my support of simplifying systems and allowing for adjustable difficulties to facilitate a variety of player skill levels. No, the problems with this “Story” mode are related to the underlying assumptions that are implied by the idea.

The fact that this has even come up in discussion is proof of a fundamentally poor design principal which is prevalent in the gaming industry (and honest probably has been for quite some time), which is that story and gameplay can and should be allowed to exist separately. This line of thinking is prevalent in video games of all types, from shooters like Call of Duty, to open-world games like inFamous, and even Western-style RPGs like Mass Effect, which have choice and consequence as major themes and mechanics. In many of these games, there is a clear divide between the moments where the player is engaged in the story and is advancing the plot and the other moments that consist of mostly shooting mooks or other gameplay elements. These sections where the game is nothing but intense combat seem to have no real impact on the outcome of the events and exist merely to extend the length of the game. Mass Effect is a clear example of this in action. In every Mass Effect game (and many other Bioware games if what I am told is true), despite the choices the player makes and the changes to the overall timeline as a result of these choices, the player will always play through the same levels with the same enemies. The only thing that the player can do to change up these encounters is to play as a different class and/or bring different squadmates along. The opposite of this phenomenon is also true. No matter what class the player chooses, who they bring on missions, and what they do during combat scenarios, the story will never be affected by it. Each of these two sections of the game exist, for all intent and purposes, independently of the other. This is not how games should be designed. The gameplay and the story should exist to supplement each other. They should be so entwined as to be nearly inseparable. Interaction and choice are the biggest strengths of the medium. In order to use it to most effective tell a tale, designers need to keep this in mind. Spec Ops: The Line is a fantastic example of that (which will be left vague because of spoilers).

The other error in the underlying assumptions of “Hepler Mode” is the question of who this kind of mode would be aiming for marketing-wise. What I mean by that is that Jennifer Hepler notes that one of the reasons this kind of mode of play would be needed is that there are people out there that do not like video games, yet are interested in a good story. Ignoring whatever opinion you may have of Hepler, why would a game developer or publisher even make an attempt to capture a market that literally has no interest in their products? What would be gained from that? Any interest this non-gamer market would have in video games would be superficial at best. This is not the same thing as attracting people who may have an interest in games, but are put off by the (admittedly high) barriers of entry like consoles/PCs, price of games, and complicated control schemes aimed at those familiar with other games. That makes sense. What does not make sense is marketing to people that literally have no interest in the medium at all. Doing so is a recipe for disaster and one of the easiest ways a developer can piss away the good will of its fans. If the target demographic has no interest in playing games, then the odds are that they will not even know the publisher is marketing to them, let alone have any interest in the games being marketed.

This problem with “Hepler Mode” is not that it is an unsound concept, but rather that it should not be. If the combat system wears down most players so much that the vast majority of them are asking to skip it entirely, then it may be a good idea to revamp the systems of the game to make it more entertaining. It is up to designers to make tough calls like editing, revising, and even removing features or parts of levels in order to improve the overall experience because that is what they are paid to do. The gameplay is just as much a part of the experience as the storyline. To give players the option to skip gameplay is to concede the video games are nothing more than movies with playable segments in between shots. That is not acceptable! It goes against the very strengths of the medium. Games are at their best when they embrace their nature as interactive media and utilized it to the fullest. While this is an old issue, it is still an important one nonetheless and I hope that lessons were learned from it.

Wednesday, October 3, 2012

#41: The RPG Cultural Divide: East Versus West


It is no secret that there is a huge cultural divide between Western and Eastern styles of video game development. Due to the way each region of the world developed on similar, yet fundamentally different, lines over the centuries, the games developed by each regions cater to wildly different tastes and demographics. The most obvious divide we see is the one between Role Playing Games developed between the two regions of the world. Though both derive from the same RPG systems (like Dungeons and Dragons), they each took those systems in wildly different directions indicative of their cultures. We are all at least somewhat aware of this since we distinguish between Western style and Eastern Style RPGs, but what really separates the two? This week will be dedicated to answering that question.

The first key difference between the two styles of RPGs is that while Japanese RPGs generally tend to emphasize being part of a team, Western RPGs have a higher focus on the individual. We see this manifest in a variety of ways. In Eastern RPGs, like Final Fantasy, the player rarely takes the role of a single protagonist. Instead, they play as a group of people who are working together towards a common goal. While there is often a very clearly designated “lead character,” (Cecil in Final Fantasy IV or Cloud in Final Fantasy VII) they were always just the head of a group and not a significant figure that can do everything by themselves. Even in the later games of the Persona franchise, which borrows many tropes from Western RPGs, the player character is the team leader. Though exhibiting great power in their own right, they have party members and teammates to rely on. Their powers are even a direct result of connecting with others and forging bonds, still indicative of the team aspect of many Eastern RPGs. Compare this to RPGs developed in North America and Europe. In games like The Elder Scrolls or Mass Effect, the player is placed squarely in the center of the action. They are directly responsible for doing things. It is not a small team of individuals completing objectives and advances the plot, but rather one person. Even when the designers give the player squad-mates (like in Mass Effect) or companions (like in Skyrim or Fallout), the protagonist is clearly the driving force, the strongest character in the game, and the one who takes control at key story events. The lead character's individual contribution to the plot is highly valued over the contribution of other characters.

Another way in which Eastern and Western RPG design are separate is in the way they allow players to interact with the plot of the game. In an Eastern RPG, developers generally have a very tight reign on the narrative. There is a plot to the game, yet the player has limited ability, if any, to influence it. When they are given agency, it is only with regards to minor details. A good example of this is the blitzball tournament near the beginning of Final Fantasy X. The player is technically able to win the tournament. However, if they do, they will only receive a slight reward for it. Otherwise, the plot advances as the same way regardless of whether the player won or lost, and it is never mentioned again past that point. This is not a criticism of the game, but merely an observation of what JRPG developers expect of their players. On the opposite side of the world, Western RPGs have a very strong focus on player choice and how that choice influences the narrative. Players are given a higher degree of freedom to poke and prod. Developers ask players to look around, gather information, and make decisions that will directly affect the game experience, if not the overall plot of the game. While absolute freedom is impossible, since games are just programs and thus have constraints, they try to loosen the reigns as much as possible. The ability to make choices that affect the events of the plot is best exemplified in some of Obsidian Entertainment's latest works like Fallout: New Vegas and Alpha Protocol. These games force the player to choose between several factions, each with their own views on the events at hand, and pick sides. Another example of choice in games is the Mass Effect series, despite my criticisms. The plot itself will generally remain generally the same, but the player can impact events and change many of the series's key events in significant ways. Choices have consequences and the franchise forces the player to live with them. In essence, Eastern games took a few liberties with the concept of role playing while Western games tried to stay truer to the concept. Both are valid tactics, it all comes down to the designer's preference.

The final point I will make with regards to the difference between Eastern and Western RPGs is the JRPGs tend to be of a generally slower pace than their Western counterparts. Though there are exceptions to the rule (like the Star Ocean franchise), JRPGs are usually turn-based or semi-turn-based. Battles focus on taking in all the relevant information and making good moment to moment decisions into order to win. The speed and flow of battle is intentionally slowed in order to give players time before committing to certain actions. Tactical thinking and good strategy is much more important in these games than speedy inputs or reflexes. The Final Fantasy series is very well-known for this. They pioneered the Active Time Battle system that has become a staple of the franchise and one of the most enduring examples of turn-based gameplay. For a while, the West used turned based systems as well. They worked well for the isometric RPGs of old (and still do). Though even back then, those turn-based games had a faster pace than their Eastern counterparts. Now that we have come to modern gaming, Western-style RPGs have become more action-oriented. Instead of being an outside force directing a group of people in a turn-based fight, games like The Elder Scrolls and Mass Effect have the player actually play as the main character in a three-dimensional space, moving around and engaging enemies directly instead of being some omnipresent overlord directing from over the shoulder. While they are not always as quick and visceral as shooters and action games, Western RPGs were always significantly faster and more direct than their Eastern equivalents: It has just become more pronounced now. It is the player themselves, as the Dovahkin or Commander Shepard, who goes through and defeats hundreds of enemies. However, it is worth noting that this one is even less of a hard and fast rule than my previous two points. It is more of general trend and there are multiple games that deviate from it.

I must once again stress that this is not meant to criticize the style of either region. Like my earlier comparison of Fallout 3 to Fallout: New Vegas, it is more of a compare/contrast between development styles. Depending on the goal of the video game, be it in mechanics, plot, etc., both of them have benefits and drawbacks inherent to their design. Though unlike the Fallout comparison, these two styles could effectively be considered separate genres entirely because they are that different from each other. It is fascinating that two groups can take the exact same inspirations and achieve different, yet equally viable results from them. This speaks to the cultural differences between us all. It is not a bad thing by any means. In fact, I think it is to be celebrated. That is why games are treated as forms of expression and speech. They speak to us and to our sensibilities. All these different people and philosophies brought together by a love of entertaining the masses. Truly, I can think of few things better than that. :)

Wednesday, September 12, 2012

#38: The RPG Genre: Back to the Drawing Board


Most people who read this regularly are aware of how much I love Role Playing Games. I love them for their emphasis on story and player interaction with the story through their mechanic. It is fun to play through these games and be truly immersed in a brand new world and its story. However, these games are far from flawless. Being video games, they can only do so much in terms of simulating a world. Since all games are just computer programs, they have to be represented in ways that a computer can easily process and display. In the old days, the limitations caused by the technology of the time inspired a number of RPG genre conventions. That was way back then. In the modern day, many of these technical limitations no longer exist because of the way technology constantly evolves. Developers are no longer bound by the technological limits of that past and are capable of doing much more with their games.

However, many of the old conventions and styles that were seen back then, once used to abstract many of the things that were (and sometimes still are) difficult to represent any other way, are still present in the RPGs being created in the here and now. A few days ago, I had a conversation on Twitter with escapistmagazine.com contributor Grey Carter about some of these mechanics that have withstood the test of time. Specifically, whether or not it is worth it to keep these mechanics around. In this week's post, I will apply my analysis to the topic and see if video really did kill the radio star. Is it time we rethought RPGs and how they act in a mechanical sense?

As usual when writing an article like this, it helps to define what I am referring to so that we are all on the same page. When I refer to an RPG, I mean any story-focused game with a strong sense of character progression and/or customization. This can mean anything from the Final Fantasy games of old all the way to more modern games like Fallout: New Vegas or Mass Effect 3. I will be taking a look at how these games use old school mechanics and why they use them in the way that they do. Then, we will see if it is possible to do things differently now, either making the game either more immersive or improve them in terms of control, role-playing, or entertainment value.

One of the biggest conventions of the RPG genre is the use of skill points as a way to represent the player character's proficiency with regards to certain disciplines, both in and out of combat. In a (semi-)turned based RPG, it makes sense for characters to have stats that represent their ability to perform certain actions successfully, be it firing a gun, casting a spell, swinging a sword, hacking a computer, or talking their way out a dangerous situation. Since it is difficult to have much in the way of player input in a turn-based game, skill levels are the only way to differentiate one player's character and style from another player's. The only way to show player progression in a turn based game is to increase their character's stats and skills, which affect overall damage output and chance of success. Considering the technical and mechanical limitations of such games, implementing a system of stats and skills the determine how talented the player is makes total sense.

When we move into a three dimensional, action-oriented space, this quickly becomes irrelevant. In an action-RPG like the more recent installments in the Fallout franchise, shooting mechanics and player skill are now factors in the success of the player. However, in these games, there exists a system of stats and skills that influence the outcome of confrontations and events. Improving weapon skills increases the damage output and accuracy of weapons governed by it while doing the same to non-combat skills allows the player to do more with them via Speech checks and minigames. Sadly, I do not think any of this is necessary. Since we now have a fully realized world with combat comparable to (though not better than) many First Person Shooters and minigames that require player skill to execute properly, it makes less sense to abstract these elements. For RPGs like these, it may no longer make sense to even have skill levels and points for the character since the player's own skill, which will improve over the course of the game, can be taken into account. This can even be extended to non-combat scenarios. Lockpicking and hacking can be done through minigames as demonstrated by recent titles like Fallout 3, whose lockpicking is widely regarded as one of the best infiltration minigames of all time, and Deus Ex: Human Revolution, which had a very interesting and enjoyable hacking minigame (sadly marred by a few questionable design decisions in the game) and the best conversation mechanic I have ever played with. Fallout 3 also had a hand in proving that skill points in these non-combat aspects of an RPG are completely arbitrary. In the game, it was impossible to even make an attempt to pick a lock unless the player had a high enough Lockpicking skill to do so. This makes even less sense upon realization that these higher level locks are genuinely tougher to pick. It is more logical either make the game more difficult, or a have a skill that governs what locks the player can pick. Having both is excessive. Though I understand that many would be wary of introducing player skill as an element of play, since it has the potential to leave some players out due to a lack of it, this is why modern games have adjustable difficulty as a way to equilize the imbalance between skilled and unskilled players. In the end, it is a design choice to be made by the creators of the game. I just believe it is worth thinking about this decision when going forward, since some games simply have no use for these mechanics.

The other common trope used in RPGs that I will be going over is the concept of vendor trash. By vendor trash, I mean items the take up inventory space, yet only serve the purpose of being sold to merchants for money. I can understand why developers do this even today. It makes no sense for the player to kill a wolf and have it drop five gold coins. To facilitate immersion, they would instead have a wolf drop a pelt that the player can then sell to vendors to make money. Though this concept is immersive and makes sense for a world, it is not exactly fun for the player to have to carry around tons of loot that takes up valuable inventory space which could be used to carry more useful items like weapons, armor, medical supplies and food. While I am a fan of forcing players to make meaningful choices, it is hardly meaningful to force players to choose between picking up a new sword or picking up a gold ingot that can be sold for money used to purchase a new sword.

In my opinion, vendor trash still has a place in RPGs, but it should be handled differently. Since vendor trash is effectively just gold waiting to be cashed out, it should be in a separate category and take up no space. While some may argue that it is not immersive to carry all sorts of vendor trash and not have it weigh the player down, I would argue contrary to that. When a designer forces the player to interact too much with the underlying systems of a game world, they start to lose their immersion. Thus, it is important to balance ease of use with simulation, which is far easier said than done. Also, by that logic, it would be unimmersive to allow the player to store tens of thousands of gold coins in their inventory without taking up space.

It is also possible to use vendor trash in other ways. For example, in Final Fantasy XII, which has the unlimited inventory space that many JRPGs do (as an interesting side note), did away with random animals dropping gold coins when they die (as an abstraction of taking their pelts) in favor of vendor trash. What they also did was introduce a new type of good in the vaious shops called Bazaar Goods. How it worked was that when the player sold cetain combinations of vendor trash to dealers, it would unlock certain items and item packs in the Bazaar. The game explained that selling vendor trash to various stores introduced these component items into the economy, allowing people to use those items in the construction of new ones to be put up for sale. This was an interesting way of making seemingly useless items have more purpose beyond just being gold in item form. After all, people would start making items with the goods that adventurers would gather and sell. Designers should put more thought into systems like this because RPG players will usually end up interacting with the economy very often. It is worth it to make this experience as painless, yet interesting, as possible.

To be fair, both of these mechanics were in place well before RPGs existed in video game form. Old RPGs, both from the West and from the East, take inspiration from Dungeons and Dragons and other tabletop games in that vein and are, as such, deeply entreched in the way people think about RPGs. Back then, they had use as a gameplay abstraction to otherwise realistic events. While a healthy respect for tradition is always a valuable thing to have, I feel like it is necessary to analyze old ways of thinking to see if they are still necessary in the modern era. When technology and game design evolve, some of the old ways of thinking no long apply. In the cases I outlined above, both mechanics still have merit in modern games, but they may need to be tweaked a little in order to make them more palatable. Though I am sure there are other examples of outdated mechanics presisting longer than they should have, I cannot think of any more that need discussion. Nonetheless, it is important to do an analysis like this if we want to improve this medium as a whole.

Wednesday, August 8, 2012

#33: Character Analysis #2: Legion (Mass Effect 2, Mass Effect 3)


(Spoiler Alert for the Mass Effect franchise. If you are touchy about spoilers, avert your eyes and go back to watching porn.)

Lately I have getting on my soapbox and writing about a fairly diverse set of topics and the list of said topics is far from empty. However, this week I feel like doing something a bit more recreational. Since my first attempt at something like this was so popular (and is still getting hits to this day), and it has been a long time, another character analysis is in order. This time I will be discussing every Mass Effect fan's favorite AI companion, Legion. Legion is one of the series most interesting characters in the franchise, in my honest opinion, and there are a couple of reasons I have for this.

But before I get into that, we need to learn about the story of Legion. Any character, even a synthetic one, is a product of their story. Due to the nature of the Geth in the Mass Effect franchise, Legion's tale is the tale of Geth, and goes back to when the Geth gained sentience. Originally, the Geth were nothing more than a collection of AI constructs developed by the Quarian race to serve them. They were programmed to always find the most efficient ways to complete tasks assigned to them. It was eventually realized that when Geth programs come together, they can “think” and perform tasks better than they could individually. Reaching its logical conclusion, these programs kept networking until they reached a point where they gained sentience and could communicate with their Quarian creators. This unsettled the Quarians to the point where they started attacking the Geth out of fear. (I suppose that Quarians are equally as aware of standard AI horror tropes as we are.) While some Quarians showed sympathy to the Geth, most of them displayed only fear. This fear only grew once a Geth platform asked its creator, “Does this unit have a soul?” Out of sheer terror was born a war between the two. Though the conflict was started by the Quarians, the Geth held their own and forced them off their own home world, leading the Quarians toward the path of a migrant species.

Shortly after this victory, the Geth embraced a policy of isolationism towards organic life. They had no desire to fight or even deal with other people and just wanted to be left alone, safeguarding the planet their creators called home. This does not mean that they were doing nothing. In fact, they were working towards their ultimate goal. They wished to build a system large enough to house every single Geth intelligence on one platform, becoming as smart and capable as they can possibly become. Striving towards their desire for a very long time, the Geth remained little more than bogeymen to the galactic races until the Reapers arrived on scene. When the Reapers approached the Geth, they made them a huge offer. In exchange for giving the Reapers aid in furthering their goals (which makes little sense when taken into context with Mass Effect 3), the Geth were promised to be elevated by the Reapers and have their goals fulfillled. When trying to reach consensus on this issue, a small collective of the Geth broke away to join the Reapers and were dubbed Heretics by the many who rejected the Reapers. Then the events of the orignal Mass Effect game occurred, with Commander Shepard going against Saren, the Reaper Sovereign, and the Geth who defected. (You know the plot, if not from my prior articles, then from your own experiences.) This colored the preception of organic races towards the Geth and brought credence to the Quarian race's belief that they were wronged by their synthetic creations.

The isotionist policy changed once the Normandy came under attack by a mysterious third party and Commander Shepard was lost, presumed dead. Since the commander had experience with the Heretics and was instrumental in the defeat of Sovereign, the Geth decided that it would be prudent to make sure the Shepard was alive. To successfully traverse the systems that organic life inhabit, the Geth realized it would be best to send as few units as possible and lessen their mark on the world. They built a single platform capable of housing over one thousand individual Geth AI constructs all networked together. This platform traced Shepard's footsteps, looking for clues as to where he/she went and what happened, eventually finding the Normandy's crash site and salvaging a piece of Shepard's N7 armor, using it to repair itself after a firefight. After concluding that Shepard died, it stayed around to investigate another problem it discovered.

The platform learned of a plan by the Heretics to use a virus, granted to them by the Reapers, to rewrite the true Geth, making them accept the Reapers as their leaders. This led the platform to a derilect Reaper in order to acquire knowledge on how to counteract this virus. It encounters Shepard and is surprised to find him/her alive and well. Seeing the commander in a tight situation, the platform takes aim at the hoards attacking Shepard, then retreats further in to hack a terminal and learn about the Reapers and their technology. Once Shepard and company arrive on scene, they see the platform attacked by a Reaper husk and disabled. They acquire a Reaper IFF for their own purposes, collect the platform and leave.

Once the crew make it back to the new Normandy, there is a debate as to whether the Commander should activate and interrogate the platform, sell it to Cerberus, or just leave it be. Since nobody in their right mind would sell it to Cerberus, the four Shepards I played all decided to activate and interrogate the platform. The platformed explained its purpose and why it was sent outside the Perseus Veil, where the Geth live. For the purpose of communicating with organic life, the platform accepted the name Legion to distinguish it from other Geth platforms and agreed to help Shepard fight against the Collectors. (This is part of Mass Effect 2's main plot, which I do not want to get into for various reasons.) Through several optional conversations, Legion tells Shepard, and the player by proxy, all about how the Geth work, their “society,” political beliefs, and the like. Eventually, it gives the player the optional objective to head to the base of the Herectic Geth and stop them from using the virus, with the choice to either destroy it, blowing up the Heretic Base and all the Heretics in it, or repurpose it to turn the Heretics back into true Geth and force them to retreat, then destroy it. Since the individual programs inside Legion were unable to form concensus, they trusted Sheppard to make the final decision.

If Legion both survives the events of Mass Effect 2 and was not sold to Cerberus, he will become a central figure in the events regarding the Geth/Quarian conflict in the third game. Since the Quarians attempted to erradicate them, the Geth decided to forge an alliance with the Reapers out of fear. The deal was that they would gain intelligence and fighting prowess in exchange for allowing the Reapers to completely control them. When Shepard arrives on scene to convince the Quarians to join the war efforts, he/she is briefed on the situation. The commander, his/her Quarian friend Tali, and one other person infiltrate a Geth ship sending a broadcast to all the others in order to figure out exactly why it seems like the Geth and the Reapers are working together. They encounter Legion, who tells them that the Reapers are using him to project a signal to all Geth, ordering them to attack. It asks the team to free it so that it is no longer a Reaper conduit and can begin aiding in a counterattack on the Reapers, which Shepard does. As a show of good faith towards Shepard and as a token of their friendship, Legion orders the ship's engines and weaponry to be diabled, which the Quarians took as a queue to attack with full force (despite the fact they know Shepard is on board). Once everyone is safely back on the Normandy, gives Shepard an optional side-mission to enter the Geth Consensus and weaken the Reaper's influence, allowing some of the Geth to join him/her. Afterwards, the Quarians, Shepard's team, and Legion work together to destroy the Reaper signal to the Geth by destroying the source, later revealed to be an actual Reaper. Once Shepard defeats the Reaper, Legion tells him/her that it can use the Reaper's code to make the Geth's thought processes more organic in nature, giving them true individuality and conciousness, whether or not it succeeds is up to Shepard. It will die regardless and it's story comes to an end either way (using the code, for some reason, kills Legion and if Shepard tries to stop it, Legion will fight back and Shepard will kill him). Should Sheppard allow it, Legion will call itself “I” instead of “We” in its final moments, showing that the process is working and demostrating true individuality before passing away.

One of the things that makes Legion so interesting is that it is the player's window into Geth culture. While characters like Garrus and Tali partially serve to further the player's knowledge regarding how their races work, there are many other people from those races to interact with to forge a deeper understanding than with those characters alone. Legion is unique in that it is the one and only way in which Shepard learns about the Geth because they are isolationists and they are so closely networked together that talking to one Geth platform is essentially talking to the Geth as a whole. This makes conversations with Legion facsinating because prior to Legion's inclusion, the Geth were always at least somewhat enigmatic. The player fought against their forces (later revealed to be Heretics) in the first game, but never understood exactly what caused them to side with Sovereign. Legion gives the player an opportunity to learn about the Geth in an interesting and creative way. On the part of the writers, this was very cleaver.

The other intelligent decision the writing team made, which further raises the interest I have towards Legion, is to defy traditional genre conventions regarding Artificial Intelligence. As I aluded to earlier, most media that involves an AI growing sentience have it quickly decide that its creators are too inefficient and immediately start trying to murder everyone. As other people on the internet have already said, this makes very little sense. Why would the default stance for an AI be “murder the shit out of everyone” the moment it learns how to think for itself? Bioware knew about this genre convention and thoughfully decided to avert it. The choice to do that gave Legion (an other AI characters) the ability to be much more fleshed out and interesting than similar characters in other genres, leading into my final point.

Legion is one of the most interesting characters in the Mass Effect series because of what it represents: The moral quandary of whether or not sentient machines count as life in the same way that organics do. They explore every aspect of this question from their ability to feel emotions to whether or not they have civil rights. The ability of the Geth to feel emotions is intentionally left up for debate. When talking with Legion, it will insist that it does not have emotions and is unable to feel anything. According to it, logic and rational thinking allow the invividual Geth programs to come together and build a consensus as to what the next course of action should be. However, there are times where that can be called into question. For example, when Shepard sees the N7 armor on Legion and questions it about it, Legion explains that he used it because there was a hole and it needed to be prepared. When further pressed to answer why it used that in particular piece of armor over other parts more redily available, Legion finally admits that it has no data on that subject and cannot answer that question. In other words, it does not know for sure. This indicates that it was a decision influenced by something more than logic, possibly emotion. There are also other more subtle cues from Legion in other dialogue scenes in Mass Effect 2 and 3 that indicate possible sorrow, anger, and other emotions.

The other half of this huge moral dillema is the question of the civils rights of synthetic beings and their ability to integrate into society. It is a tough question that does not have a clear answer. Characters debate this throughout the entire series. Most organic races, particularly the Quarians, tend to fall on the side of no rights to synthetic beings. This makes sense since they believe that the Geth forced them off their world. They believe that it is either impossible or too impractical to arrange for peace, despite dissenting opinions. Legion on the other hand, tries its best to be as considerate as it can be. However, it does not always succeed. There are time where it says or does otherwise rational things that can be seen as strange or ruthless to organic beings. During its optional mission in Mass Effect 2, Legion talks about the possibility of destroying the Geth Heretics with cold callous, which the player's other companion comments on with shock. It also states that Shepard and company should not feel bad about killing the Heretics because they “do not share your pity, remorse, or fear.” Legion also expresses a childlike inability to understand human customs, which Shepard can chose to explain to it, such as the concepts of cemetaries, religion, and drug use. Since it is an AI, it has trouble understanding how these things factor into our lives and the emotional (and physiological in the case of the last one) impact of these things, calling into question the ability of Legion and the geth to truly integrate with organics. Through Legion, the game presents all the relevant information and ultimately allows the player to decide for themselves the answer these question, adding depth to its character and making it much more impactful.

Overall the character of Legion is a great example of Bioware's strength. They can write interesting and relatable characters and use them to raise interesting moral questions. Though they have many weaknesses in terms of how they tell stories, especially in recent games, characterization has always been a strength of their brand. This is why they were such a strong brand before the issues with Mass Effect 3. If you write good characters, then players will grow attachments to them and want to play through your game to deepen those bonds. Take this lesson to heart, game developers. 

Wednesday, July 18, 2012

#30: The Reason for “Bad” Female Characters


(As always, when I do a subject like this on characters/plot, spoilers are abound. Be advised)

            Recently, a certain individual has been cropping up a lot in discussions about video games. There has been a bit of controversy surrounding her and what she says about female archetypes. Among that controversy, there has also been some legitimate criticism of her and her methods. Regardless of your opinion regarding that matter, it is hard to deny that she has started a discussion: A discussion as to why female characters are the way they are most of the time. Most gamers are all aware of the fact that finding a good female character in a game can be... difficult at times. But what is the real reason behind this? I am going to spend this week proposing a hypothesis as to why that is.

            The hypothesis is this: We see many bad female characters all the time simply because many of the characters in mainstream gaming are very poorly characterized period. We see the poor characterization of women more clearly because our culture has become far more attuned to bad female characters than male characters, due to all the baggage we have carried on from the past and the many issues regarding woman's equality we still have to address in the modern day. This sensitivity is bolstered by the fact that the fairer sex tends to not be as represented in video games as men are, so any prominent female character, for better or worse, tends to stand out to the community.

            To prove the first point of this hypothesis, I will be looking at games that are praised for characterization and analyze the characters in them, both male and female, and then do the same with games that are notorious for poor characterization to show the difference between the two. I do not feel the need to go into the other points as they have more to do with culture, not video games, and I would hope that most people would who read this already know them well. Also, I admit that I feel painfully unequipped to tackle the subjects of women's rights issues and perception of gaming culture as I do not have any experience studying culture or psychology.

            The first game that I want to analyze is one that I never tire of talking about: Mass Effect. One of the few things most of the people who play Mass Effect can all agree on is that Bioware did a really good job with the characters of the series. So much so that most of the characters that the player can ally with have huge fanbases. Whether they are a smooth talking police officer that serves as both a close friend and rival like Garrus, a scientist who committed terrible war crimes but had good, logical reasons for doing so like Mordin, or the ace pilot with a snide sense of humor, a crippling disability, and a huge chip on his shoulder like Joker, all of the male characters are well-developed.

            And the exact same thing can be said of the female characters of the game. That is why one of the most endearing characters of the entire series happens to be female. I am, of course, referring to Tali. In the first game, Tali is the one who gives Sheppard evidence that Saren is a terrorist. She is shown to be smart, able to handle herself, and displaying a high degree of technical aptitude. When the player settles down to talk to her on the Normandy, she also shows that she is very relatable individual who has a crush on Sheppard, but is too shy to voice it. As the series goes on, she matures into an Admiral for her races fleet. The same can be said of Liara. Liara starts off as a shy, timid archeologist and evolves into the galaxy's best information broker by the third game. The women in Mass Effect are as much characters as the men because Bioware took the time to write good characters.

            Another example of strong characterization is the Uncharted series. While people have mixed reactions to the series as a whole, the main characters are by far the strongest part of the franchise. The protagonist Nathan Drake has, over the course of the series, become much more fleshed out and interesting as a result of Naughty Dog's writing. In the first game, he was just an everyman. By the third game, the audience knew enough to form a real connection with him. He was abandoned as a child and grew changed his name, making up a story about being related to Sir Francis Drake and changing his name to reflect that. He grew to love treasure hunting and danger to the point where he has a pathological need to do it despite the risks. There is also the character of Victor Sullivan, who serves as Nate's mentor and main tie to the criminal world. He is also one of the most popular characters in the series due to his personality, which was why the third game focused so heavily on his relationship with Drake.

            The women in Drake's life are also quite interesting. The most notable female from the Uncharted series is Elena Fisher, who serves as the love interest and foil to Nathan Drake. When the audience first meets her in the original game, she is a journalist looking for Sir Francis Drake's coffin with Nathan's aid. She is shown to be quite capable in a fight despite having no experience with weapons. Elena also displays great observational skills when listening paying close attention to what people around her are saying and by actively giving Nathan tips and advice on how to solve puzzles that he encounters. Though tough, she also has a genuine personality. Ms. Fisher is relentless in her pursuit of the truth and in coming to her allies' aid in the first two games. She often puts herself in great danger until a grenade going off close to her puts her in mortal danger towards the end of the second game. Afterward, in the third game, she becomes more subdued and concerned for Nate and Sully, but still willing to help them out. When Sully get's kidnapped and Nate disappears, she draws up detailed plans to stage a rescue. She is Drake's conscience and foil to his optimistic side. To that end, she is similar, yet opposed, to Chloe Frazer, who represents the devil on his shoulder and his inner pessimist. Though Chloe lacked the screen time Elena did, being absent from the first game, her character was very fleshed out and she quickly became another fan favorite.

            Both of the above franchises created strong characters and built relationships with these characters. As a result, the females among them possess strong characterization and became real, believable people. When the writer knows how to build strong characters, the gender will not be something that needs to be written around. It will instead be a logical extension of the person in question, like race, sexuality, or religious affiliations, or other traits. It should inform, but not define a character. Not all games realize this, and we get really some really painful to watch characters, both male and female, in video games as a result.

            A very well publicized example of this would be Samus Aran from Metroid. Specifically, the Samus Aran from Metroid: Other M. Most fans of the franchise refuse to talk about this little piece and for good reason. They took one of the few respected female characters in games and made her a stupid, completely subservient slave to the orders of a man who once commanded her, but no longer has the legal power to order her around. While people cried foul at this portrayal of an established icon, the problem ran deeper than that. Almost every facet of the story was poorly conceived. The characters were not interesting. The plot was filled with awkward attempts to shoehorn in the obvious mother motif. (Samus receives a “Baby's Cry” distress signal emanating from a “Bottle Ship”. Also, Other M is an anagram for Mother, if that was not obvious.) And Samus does not use lifesaving and otherwise perfectly fine gear until Officer Moron allows her to. (For example, she receives clearance to use a lava-shield after she crosses a lava pit.) This whole thing was poorly conceived. Every single person in this plot acts like a fool, result in a female character so horrible that some even go as far as to consider it sexist, though your opinion may vary.

            Another, quite egregious, example of bad writing being the central cause of horrible female characters is Tomb Raider: Underworld. I am limiting the discussion to just this game in the series not because I do not believe other games in the series have similar problems, but because it is the only game in Lara Croft's more recent incarnations that I have had the displeasure of playing. Ms. Croft, throughout the adventure, demonstrates a “strong” personality. By that, I mean that she continuously acts like a complete jerk. She seems perpetually angry throughout the journey, which is not helped by the fact that revenge is the primary motive for her actions. The two villains in the game are both women who suffer similar fates, although one is more manipulative and able to hide her anger. The few male characters in the game are not much better. They are not angry, but they seem superfluous and have no depth because they are either mooks or Lara's friends who show up in the start of the game and never again. I do not mind an all female cast, but I would prefer the protagonist to have a greater depth than “Grrrrrrrrrrr,” regardless of his/her gender. The main plot is pretty forgettable. All I remember is that it involved Norse mythology and there was a segment that had Lara kill tons of mooks with Thor's Hammer. This game was a huge failure in terms of writing and the portrayal of its feminine lead reflects that.

            The problem is not that games portray women poorly, it is that they portray people poorly. It is a symptom of a broader problem than you may have been lead to believe. Fortunately, this issue is not a difficult one to remedy. If the problem with women in games stems from bad writing in general, then the solution is simple: All we need to do is improve the quality of the writing teams in modern gaming. Take a page from the staff at Obsidian, Naughty Dog, and the part of Bioware that writes character and character interaction. Focus on making strong characters and believable relationships and alliances between them. If we can begin to make stronger characters, these issues will start to fade. This can apply equally to all genres and types of stories one could find. Strong characters are free to exist in any story, whether a dark and serious or light-hearted and goofy. To that end, I encourage discussions between gamers, developers, and anyone else who loves games to talk to each other about what works and what we need to change. This is the only way we can better the medium. So I say let the likes of Anita Sarkeesian speak. If they are wrong, let us tell them why and how they are wrong and correct them. We would be capable of much better in terms of storytelling in this medium through this type of discourse.

Wednesday, May 9, 2012

#20: The Mass Effect Conundrum: Part 2: Small Fixes


(Warning: Mass Effect Series Spoilers, especially Mass Effect 3. You have been warned.)

When I proofread the column from last week, I had realized something. While I did much to outline the problems in the Mass Effect series and its choices, specifically how they did not significantly influence events in Mass Effect 3, I only outlined the problem. I did not spend time demonstrating possible solutions. This week's article will be dedicated to that. I am going to assume that you read the previous article, or at least have familiarity with the three Mass Effect games and the outcomes depicted in the second and third game of the player's decisions. As such, I will not be explaining the decisions, the backstory, or the consequences (or lack thereof) of any of them in any significant detail. Fixing this problem might seem like a grand undertaking, but the reality is that Bioware already laid down a great framework to work with. Truthfully, the problem with choices having no influence on the plot only needs a series of small, minor fixes in order to work. While this does not do much since the game is already released, it will serve as a good lesson to those who are writing their own tales in the gaming industry.

First off, let us talk about the decision to save or kill the Rachni Queen is the first game. Here is how I would have written the outcomes to those decisions: I would keep the consequences for sparing the Rachni Queen the exact same. The side-quest is already pretty well-written for this choice. However, once the player has made the decision of whether or not to save the Rachni Queen a second time, there should be an aftermath to that decision reflected in the gameplay. Choosing to save her a second time should result in not only a slight drop in Ravager enemies (indoctrinated Rachni), but there should be some places (only one or two) where the player has the option of having Rachni soldiers fight with them, beyond the increase in war assets. This would make sense as the Reapers would have access to the Rachni still under their command and would still have the capability to indoctrinate Rachni, albeit to a significantly lower degree. Also, since the player saved the Queen twice now, she should be grateful enough to lend a hand in as many ways as she is able. She is no fool and knows that the galaxy is at stake.

Choosing to leave her to die if you spared her before should have an even more dramatic drop in Ravager enemies than if you choose to save her again. The reasoning behind this is that the Reapers would still have access to the Ravagers they already possess. However, with the death of the Queen, they are unable to make more Rachni to add to their forces. Not doing this quest would leave the game as, because the Reapers will still have control of the Rachni Queen and her hoards.

If the player chose to kill the Rachni Queen in the original game, then that should have dramatic effects on the world. Since the Rachni would have been unable to make any more of themselves, the race would have died out or come very close to it by the beginning of the third game. This means that there would be no Ravagers in Mass Effect 3. However, it would also mean that there would be no chance of adding the Rachni to the player's war assets. This way, the player's choice takes effect and it feels like they changed the world. Furthermore, it means that neither choice was “incorrect” as both have their pros and cons. Players who replay the game continue to agonize over which choice they will make, determining whether an easier time playing through the levels is worth having a harder time in getting a strong enough fleet.

Building on this theme of choice and consequences, the decision to save or abandon the Council in the original Mass Effect needed to have more weigh in the overall plot. If the player saved the Council in the first game, then they should be much more receptive to him/her. While they dismiss Sheppard's claim that the Reapers are coming in Mass Effect 2, the fact that Sheppard believes this should cast doubt in their minds. (Anderson even implies that they are scared and unsure in the second game if he becomes Councilor.) Anxious, they begin to order their respective peoples to prepare defenses, expand research on weapons/defense systems, boost military recruitment and training, etc.. When the Reapers invade, these advances should not be enough to repel the Reapers, but the races will be able to hold there against the Reaper forces long enough to evacuate non-combatants and world leaders to safer nebulae of space because of them. When Sheppard approaches the Council for aid, they would be more receptive to Sheppard's call for assistance. They would send preliminary forces to aid Earth, but still need Sheppard to assist them with the problems on their worlds before they could mobilize their entire armadas against the Reaper forces. When doing missions on the council race's home-worlds, there should be slightly fewer enemies because they would have been better prepared to thwart attacks from both the Reapers and Cerberus. However, abandoning the council should have the same ramifications that it does already. The new council should not trust Sheppard since he/she left the previous council to die, making it more difficult to sway them. Doing it this way allows the player to once again give meaning to his/her choice without making that choice wipe out hours of gameplay.

The next re-write that I would do would be to the effects of the choice of who gets to be the human Councilor: Anderson or Udina. The biggest problem with this choice is that the game negates it and makes Udina councilor regardless, but that is not the only flaw. Still, the groundwork here is solid, and only requires a few tweaks to have meaningful consequences. First off, I do not think that the scenes in Mass Effect 2 need changing. They are pretty well written and diversified depending on who is Councilor and whether or not the Council was saved. However, they should have more effects in the game. For example, if Anderson is Councilor, then it should be possible to abandon Cerberus altogether and join up with the Alliance in Mass Effect 2. The missions do not change, except the player receives Alliance funding and the mission briefings/dossiers can be given to Sheppard through Admiral Hackett or Anderson. (We can explain this away by saying that there are Alliance spies in Cerberus.) In the third game, Anderson (like the other Councilors) divides his attention between politics and saving Earth. He will slowly spend more time focusing on Earth and begin to leave the political bureaucracy to Udina. Udina can still betray everyone for Cerberus, but with Anderson as councilor, he will have significantly less influence and as such, Cerberus will not be as strong of a force as it is in the current game. Furthermore, once Sheppard arrives on the scene and reveals that Udina is a traitor, Anderson will be there to either make Udina answer to these accusations or order Kaiden/Ashley to stand down. Anderson will then move to Earth to help lead the fight against the Reapers in the end game. Making Udina councilor should leave all the events in Mass Effect 2 and Mass Effect 3 the same, since the sheer scale of Udina's betrayal would be highly dependent on his position. I would try to write a way to make the choice of Udina as Councilor be equivalent in terms of pros and cons, but Udina is clearly shown to be the “wrong” choice to make. Seriously, no one would choose Udina for any reason besides that they wanted to see what would happen. This guy is a complete jerk and in no way was he ever to be trusted. I am trying to be impartial, but it is harder than you would think.

Lastly, I would probably make some major changes to the Geth-Quarian conflict depending on the choices the player makes in the second game regarding advising the Quarians and the Geth decision. This is further compounded by the fact that it is possible for the player to completely skip these decisions. To facilitate this, I will make the current scene with the war being fought as the default scene for skipping these choices, leaving room for variation with the death of Tali or Legion. If the player advocated peace with the Geth, then I would dramatically change the scene. I would have the Quarians and the Geth be in the middle of peace negotiations when the Reaper invasion begins. When the Reapers attack, then the two sides agree to at least a temporary truce. However, the Reapers have set up a barricade at the Mass Relay to prevent their fleets from leaving the cluster. (The Normandy would be able to escape using its stealth drive.) The fight would then be about defeating the Reaper forces in the area so that the two forces can escape and provide support on the fight for Earth. The missions do not change, except that the player will now be going up against Reaper hoards instead of the Geth. However, if the player did not take part in Legion's side-quest, then Heretic Geth would also be mixed in with the hoard. If the player blew up the Heretic Base, then there would be fewer Heretic Geth because not all the Heretics would be blown up at the base. If the player re-wrote the Heretics, then the Geth who are on the players side will be strong enough to aid the player (at his/her behest) and will contribute more to the fight to reclaim Earth.

The player choosing to encourage the Quarians to fight the Geth should also result in a similar scenario to the one that is already in the main game. The only exception I would throw is that Legion and the Geth will be more hesitant to trust Sheppard, since Sheppard helped incite this war. The player would need to do additional tasks in order to re-gain Legion's trust. Until they do so, it would be impossible to side with the Geth or arrange peace with the two races. Furthermore, it will also lock the player out of the Geth Consensus side-quest until he/she achieves a good reputation with the Geth. Re-writing the Heretics should add to the Geth forces fought during missions and destroying the Base should result in a reduced number of enemies to kill. It should not be impossible to side with the Geth after advocating war, but it should be much more difficult than it would be if the player either advocated peace or did not do anything.

I am not saying that these solutions are perfect. Far from it. Admittedly, these re-writes approach bad fan fiction at times. This is more to prove a point. The point is that it is entirely possible to take player choices into account when making the game beyond simply referencing previous events in dialogue. Those choices could have been used to alter the experience in a series of small ways that, when combined, add to the total replay value of the game and make the player feel like they truly had an influence on the world and its inhabitants. Implementing systems like this would, no doubt, require much effort on the part of Bioware. However, if they were unwilling or unable to put this effort into the game, then they should have though about that before marketing the game based on choice and consequence. But again, I am being too harsh on the game. There is much to be lauded about the Mass Effect franchise. The characters, world, and lore are all very detailed, deep, and well-written. Bioware has nearly perfected the gameplay of the franchise as the series went on. Lastly, they did what many developers fail to do and made the players feel attached to world and truly care about the people in it. That is no small accomplishment by any means. That why writing things like this hurts. It saddens me to think about all of the wasted potential of the franchise. I love so many things about it, but it is at its core, deeply flawed.