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The (Necessary) Hole in the Heart of the Mass Effect Experience
(This is the first in what will hopefully be a series on computer games and how they do or don’t tell stories.)
In honour of the fast-approaching due date of Bioware’s Mass Effect 3, the culmination of its space opera epic, I’ve been replaying Mass Effect 2 in an effort to polish up my save game. Replaying the entire title gave me a second chance to appreciate just how good this game is. It’s not without flaws, but as a combination of action, character, setting and story, it’s hard to think of any titles that approach, let alone match it. Except that there’s one niggling gap in the experience, and it’s constantly under the player’s eye.
I’ll skip over action: I play games for story and experience and leave twitch games to those with better hand-eye coordination and reflexes. When it comes to rich fictional settings though, Bioware have an excellent track record, and they’ve crammed as much as they can in here. The galaxy presented to the player is rich, varied and deep, with plenty of corners to explore, and the only potential frustration is that it’s much less free-roaming than the Elder Scrolls or Fallout games from Bethesda.
The characters who accompany the player on their quest to save the galaxy are simply a joy. Richly detailed, flawed yet capable, you aren’t so much presented with them as you are offered a chance to get to know them. The life that they have comes from two sources: quality design, voice and motion capture work and a mass of thoughtful detail put into their backstories, even if you’re only partly aware of it all. My view of one character in particular was shifted appreciably by an easily overlooked text file found lurking in a data vault in a piece of downloadable content. Now that’s attention to detail.
Which brings us to that gap I mentioned. Among this cast of real characters, the player’s avatar, Commander Shepard, is a plastic everyman (or woman). Not only is the Commander’s gender flexible, but his history is virtually a blank sheet, his ties to the rest of the universe loose at best, and his abilities and opinions subject to the player’s whim. It’s fair to say that the ship he cruises the galaxy in, the Normandy, has more character than he does. In fact, like the Commander, it was reborn bigger and stronger in the second game, and with a literally new personality.
The Commander’s lack of identity is part of a problem that’s plagued makers of computer RPGs for years: the more you define your main character in a story-based game, the more you take agency away from your player.(1) The recent Deus Ex: Human Revolution was a wonderfully polished revival of a well-loved series, but there were times when you felt like you were just hitting one checkpoint after another as you followed the story of the pointy-chinned hero: your choices were limited to just how violent you wanted to be in reaching each checkpoint.
Japanese-style RPGs, such as Final Fantasy, seem happier to establish your character in advance of the game, but their western counterparts tend towards the blank slate approach: the player creates the character then unleashes them on the world to participate in a the story. Bioware itself wrestled with this problem in its Dragon Age series: the first game gave players a multitude of options as to who they could be, the second narrowed down that scope dramatically and suffered for it.
Outside the realm of the pure action offering, games work best as story creation, rather than story experience, engines. With Mass Effect, Bioware have created a galaxy full of secrets and characters, presented the player with a massive problem to solve and then let them go about it. Of course, the path that they can take to do so is limited, but the key is to create the illusion of freedom, and a big part of that is allowing the player to be the hero they want to be. In this way, Bioware and the player collaborate to create a more immersive story than Bioware could create alone: they’ll care more about the deeds and relationships of a character they identify with than they will about one presented to them fully formed.
By allowing the player’s choices to feed over from one game to the next in the series, Bioware have deepened the impact of the story they’ve created. I’ll be interested to see how all this pays off in Mass Effect 3. At least now I have the perfect save game to start the experience with.
(1) This trend was ably dissected and toyed with in Black Isle’s seminal Planescape: Torment, wherein the player is an amnesiac everyman, who repeatedly dies and has to deal with the choices made in past lives. The point made there is one of self-determination, in which the player has to actively consider choices made and understand their morality, yet has the freedom to choose any path, regardless of moral right or wrong.
February Book Reviews

Bookshelves: slightly dusty. My mother would not approve.
A shorter month than the rest but longer than normal. And more reading than I managed to do in January, mostly because I managed to clear away the Banville blockage that was keeping me from the printed page. After that, I had to resort to some lighter and more enjoyable fare…
Eclipse, John Banville: Employing his mastery of the English language to depict an episode in the life of a self-absorbed actor, Banville delivers a piece that is self-consciously a work of art as much as it is a novel. Concerning itself with things occluded and an inability to comprehend the inner workings of the world and the human mind, it allows the reader to marvel at the author’s ability to spin words according to his will, but engagement with the narrator’s life falls by the wayside. A novel so involved with emotions should not perhaps be so cold, but it engages the intellect where it fails to spark the soul, making it an intriguing exercise rather than an absorbing read.
Empire of Ivory, Naomi Novik: For the fourth book in her “Temeraire” series, Novik once again sends Captain Will Laurence and his eponymous dragon on their travels, this time to darkest Africa. It’s a more successfully depicted journey than the second book’s trip to China, due largely to a greater sense of threat and urgency, and Novik continues to fill in the corners of her world, providing yet another slant on the notion of a Napoleonic world with dragons. It’s not wholly successful, as the final third of the book is largely detached from what comes before, but as before it’s the strength of the characters and their utterly believable emotional ties and dilemmas that pulls the whole thing through.
Victory of Eagles, Naomi Novik: The fifth book in the “Temeraire” series would serve as a surprisingly poignant point of closure, if not for the fact that there’s more of this fascinating world to explore, as the final chapters make clear. Ramping up the action right from the start, Novik for the first time makes the dragon Temeraire an equal point of view character with his captain Will Laurence, and it’s a mostly successful move, even if Laurence’s personal history and reactions to the situations he finds himself in remain the core of the book. Some impressive battles and well-thought out strategy and tactics keep the whole thing moving, but surprisingly, a lack of copy editing in the version I read gave an unpleasant feeling that the whole thing was rushed into publication.
Redbreast, Jo Nesbo: A Scandinavian crime thriller that wears its moral message more lightly than Stieg Larsson’s Millennium trilogy, this is an engaging and clever read that only suffers by not being wholly complete in and of itself. Nesbo’s Harry Hole is an appealingly dogged and down-at-heel detective, and the World War II story and aftermath that surrounds his latest case will make it all the more enticing for history buffs. However, the real draw lies in the vivid characters and interesting world that Nesbo has created, as well as the jolts of horrible violence that occasionally intrude on all of them.




