Showing posts with label bad writing. Show all posts
Showing posts with label bad writing. Show all posts

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.

Wednesday, May 2, 2012

#19: The Mass Effect Conundrum: Linearity vs. Choice


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

The other day, I had a conversation with a friend of mine about the Mass Effect series. In it, the following point came up: Where exactly does the series fall on the Sliding Scale of Linearity vs. Choice? It is a good question to ask because the very nature of the series. Mass Effect has billed itself as a game about choice, making key decisions and seeing how they would play out as the series progressed. It was definitely an ambitious undertaking and one that must not be taken lightly. This week, I theorize that despite the marketing, Mass Effect is not about choice and I will show you the evidence supporting my claim. However, before I begin, I have to make one thing perfectly clear: This is not a post complaining about Mass Effect 3 or its ending. I have already said my piece about that in an earlier post. This is a critique of one the series's central mechanics. Now that we have gotten that out of the way...
 
Mass Effect is a Science-Fiction RPG created by Bioware. The game has the player take the role of Commander Sheppard, a highly trained elite soldier in the human military. The series focuses on Commander Sheppard's adventures across space to defeat a race of organic machines called the Reapers who come into the galaxy every fifty-thousand years to cull all space-faring species and turn them into Reapers. Throughout the series, the player, as Commander Sheppard, is asked to make significant choices that impact the lives of those around him/her. These choices are fairly diverse and encompass many situations, like whether or not to give an old race that once terrorized the galaxy a second chance by saving its last queen, saving the galactic council at the risk of human lives or focusing human fleets towards killing the main villain, choosing who will represent humanity going forward, advising a whole race on whether or not to go to war to reclaim their home-world, deciding whether to re-write a hostile AI collective to accept organics or just kill them off outright, etc.. All of these choices are major, critical choices for the world at large, or at least they appear to be. Let us go through these choices to see how they play out.

In the original Mass Effect, the player encounters a race called the Rachni. Before humans became a space-faring species, the other races once opened a gateway to Rachni space. This resulted in the Rachni Wars that had lasting repercussions amongst many of the races in the game. When the player, as Commander Sheppard, arrives on the scene, (s)he sees that the Rachni are being controlled by Saren, the main villain of the game who is later revealed to be controlled by the Reapers. The player encounters the last Rachni Queen, who promises to never again terrorize the galaxy if Sheppard lets her go. The player is then forced to make a choice. Does (s)he just release the Rachni Queen and hope that she is true to her word or does (s)he turn on the acid bath and kill off the Rachni Queen and avoid risking another galactic conflict? I think the best way to illustrate my point is to explain what happens with each branching path:
  • If the player saves the Rachni Queen, they have a pleasant chat (via proxy) in Mass Effect 2. In the third game, they become mind-controlled once again by the Reapers. In an optional side-quest, the player has the choice to either save them again at the expense of the krogan soldiers there or leave them to die. Saving them adds to the player's war assets in the fight against the Reapers.
  • If the player kills the Rachni Queen, she does not appear in Mass Effect 2 (obviously). In the third game, the Reapers have found a way to clone the Rachni Queen and mind-control the race once again. In an optional side-quest, the player has the choice to either save them again at the expense of the krogan soldiers there or kill them off once and for all. Saving them leads to them removing war assets in the fight against the Reapers.
Okay. These two branching paths look suspiciously similar. Perhaps that is just one isolated incident. Maybe analyzing other choices will yield different outcomes.

Towards the very end of the original Mass Effect, the player is fighting to stop a Reaper, Sovereign, with the aid of Saren and his indoctrinated forces, from taking the galactic capital, the Citadel, and summoning the rest of the Reaper forces to the galaxy. During the invasion, the Council, the highest authority in the galaxy, is evacuated to their flagship, the Destiny Ascension. After besting Saren (either through a boss fight or one of the best speech checks in the series), Sheppard reaches the heart of the Citadel and is forced to make a choice. The Destiny Ascension, Council aboard, is under attack, but Sovereign is still fighting as well. Sheppard can immediately summon the human forces to the battle or keep them at bay, leaving the other races to suffer high loses. Furthermore, if Sheppard summons the human military, (s)he can advise them to either focus exclusively on Sovereign and abandon the Council, or save the Council before joining the fight against Sovereign. The net impact is that either the Council lives or dies, with Sovereign stopped regardless. Let us analyze the repercussions of both options.
  • If the player decides to abandon the Council, the new Council refuses to even speak with him/her in Mass Effect 2. They ignore the warnings of Reaper attacks until the war with the Reapers actually begins in Mass Effect 3. In the third game, they initially refuse to help the human forces because each of the three council races are also being attacked by the Reapers. After doing his/her best to deal with their problems, Sheppard begins to gain sway with the council.
  • If the player decides to save the Council, they will agree to meet with Sheppard and listen to his viewpoint in Mass Effect 2. However, they ignore the warnings of Reaper attacks until the war with the Reapers actually begins in Mass Effect 3 and actively taunt Sheppard, referring to the Reapers in finger-quotes. In the third game, they initially refuse to help the human forces because each of the three council races are also being attacked by the Reapers. After doing his/her best to deal with their problems, Sheppard begins to gain sway with the council. The Destiny Ascension is added to the player's war assets and is shown in the final battle.
These two outcomes also seem too similar. Are you starting to see the pattern? Let us keep going with this and see if this pattern holds up.

The next choice we will go through is also from the original game. After the battle against Sovereign is over and the Reapers have been driven back, humanity is given a seat on the Council. The player, as Sheppard, is given the authority to make the choice of who becomes the Councilor. (S)He can choose between Captain David Anderson, the humble, career soldier who never compromise his values and is a good friend to Sheppard, or Ambassador Donnel Udina, a career politician who knows how best to navigate political minefields and who is willing to use dirty tactics to advance the cause of humanity. And now, the outcomes of both choices.
  • Should the player make Udina the human Councilor, then Udina will refuse to help Sheppard in Mass Effect 2 and will not allow him to meet the Council (assuming the Council does not already hate Sheppard). In the third game, Anderson becomes an Admiral and a key figure in the fight against the Reapers. He gives Sheppard the mission to get help for humanity while he holds off the Reapers. Udina will advise the player to help the Councilors and get the other races to assist. Later on, he betrays Sheppard and decides to work with the human-centric terrorist organization, Cerberus, desperate to get aid for humanity's fight against the Reapers. The player can, and probably will, choose to kill him for this.
  • Should the player make Anderson the human Councilor, then Anderson will agree to meet with Sheppard in Mass Effect 2 (the Council will spur his offer if Sheppard killed the old one, but Anderson will still talk with the player). Anderson offers to make Sheppard a Spectre, an elite council agent who is above the law out of respect of their friendship, which the player can refuse. (This decision makes no impact in Mass Effect 2 and Sheppard becomes a Specter in the third game anyway.) In between the second and third games, Anderson gets fed up with the Council and quits, giving the position to Udina. In the third game, Anderson becomes an Admiral and a key figure in the fight against the Reapers. He gives Sheppard the mission to get help for humanity while he holds off the Reapers. Udina will advise the player to help the Councilors and get the other races to assist. Later on, he betrays Sheppard and decides to work with the human-centric terrorist organization, Cerberus, desperate to get aid for humanity's fight against the Reapers. The player can, and probably will, choose to kill him for this.
Another decision from the first game rendered completely meaningless in later installments. Maybe it is just the first game. Perhaps decisions in Mass Effect 2 had an impact on the third game. Let us find out.

So now we come to two, very related, key decisions in Mass Effect 2. But first, the usual backstory. Throughout the original game, Sheppard is pit up against the Geth, an race of sentient AIs that support Saren and Sovereign. We know that they were created by the Quarians, a race known for having to live in bio-suits due to their weak immune systems, and rebelled against their creators, forcing the Quarians to abandon their home-world and travel as the galaxy's closest equivalent to Gypsies. In Mass Effect 2, we learn through a Geth companion, Legion, (Spoiler Alert: You get a Geth companion, named Legion.) that these Geth that are fighting Sheppard are actually a splinter faction who worship the Reapers. Furthermore, we learn that the Quarians were the actual aggressors in the conflict between both groups and that the Geth are isolationists who just want to live and let live. The player, through optional, yet story-critical, side-quests, can make two choices. In Legion's side-quest, the player can choose between re-writing the Geth splinter faction, forcing them to accept the other Geth's logic, or just outright destroy them. Furthermore, after resolving a problem revolving around the player's Quarian companion, Tali, Sheppard can chose to either advise the Quarian race to avoid fighting the Geth to retake their homeland, or incite them into continuing their planned course of action and fighting the Geth in a war to reclaim their home. And now, the consequences of these choices.
  • If Sheppard sent the Quarians after the Geth, the Quarians, emboldened by the inciting words of Commander Sheppard, being their attack on the Geth. The Geth, losing programs rapidly and scared out of their collective mind, broker a deal with the Reapers to gain upgrades and safety in exchange for servitude. Sheppard must now find a way to break the Reaper influence on the Geth. Afterward, (s)he must choose to side with one of the conflict's two factions (but with a sufficient Reputation, he can arrange for peace between them). The war assets that both factions can give are determined by the decision to re-write/kill the evil Geth. (Re-writing will cause the Quarians to lose forces and the Geth to gain forces.)
  • If Sheppard advocated a stop to the war, the Quarians, refusing the advice and council of the galaxy's biggest hero, begin war with the Geth. The Geth, losing programs rapidly and scared out of their collective mind, broker a deal with the Reapers to gain upgrades and safety in exchange for servitude. Sheppard must now find a way to break the Reaper influence on the Geth. Afterward, (s)he must choose to side with one of the conflict's two factions (but with a sufficient Reputation, he can arrange for peace between them). The war assets that both factions can give are determined by the decision to re-write/kill the evil Geth. (Re-writing will cause the Quarians to lose forces and the Geth to gain forces.)
I really wish I was kidding with this. This is exactly how each choice plays out. This really does grow old after awhile.

We have gone through several major choices and it seems like none of them had any real consequence on the narrative. While there is one glowing, beautiful exception to the rule, (The Krogan/Genophage quest-line of Mass Effect 3 radically changes depending on choices the player has made in the first two games and is perhaps the best sequence in the entire series.) for the most part, the series seems to be trying its very hardest to disregard the choices the player makes. This is not an argument regarding how realistic it is. This is not an argument about whether or not it makes sense for one man to have tons of influence (even if it does not, Sheppard unites a galaxy almost single-handedly anyway, so that is a moot point). This is an observation that the game advocates choice and then does nothing with it. This is either a complete disregard for choice and free-will as a central theme, a silent affirmation that the game was never about choice and that marketing was wrong, or just plain lazy writing on Bioware's part. No matter which way this is analyzed, it is an issue that needs to be addressed. This is not to say that Mass Effect 3 is a bad game. It is not. While it is much more linear than I desire, it is a game I could easily recommend to RPG fans. But just because something is good does not mean that we, as consumers, cannot demand better. If games are to shape up as a medium, we need to make sure that everything is up to snuff, especially the story.