Page-turner
July 8, 2010
I’ve finished Mass Effect since my last post. Though I enjoyed it much more than I thought I would, and it grew on me as I progressed, I never found the thrill that I got at the peak of my Dragon Age playthrough. It was engaging but not enthralling; I never grew bored, but neither did I obsess over it.
Mass Effect 2, though, is a different story. Entire afternoons and evenings are vanishing against my will; most of the twenty hours I’ve played so far were over a period of only three days. I admit I’m a little mystified by this, because for all its improvements it doesn’t feel like a terribly different game from its predecessor. After thinking about this for a bit, my theory is that there are two changes in particular that have made Mass Effect 2 a phenomenally different experience for me.
The first is its refined structure. The first Mass Effect sometimes felt like a fundamentally linear RPG dressed up as an open-world game. There were lots of planets to explore but little to see there; lots of equipment to collect but little to differentiate it; lots of side missions to do but little to recommend them. My time spent away from the meat of the game felt vaguely unsatisfying.
Mass Effect 2 cuts the fat and is better for it. While it feels more constrained in some ways, the strength of its set pieces and the epic scope of its story are enough to sustain the universe’s grandeur. I know the planet-scanning minigame has gotten mixed reviews at best, and it probably could have had a more fulfilling implementation, but I maintain that it fits this type of game better than the pseudo-sandbox approach. In short, the Mass Effect 2 experience feels more integrated; I don’t have to make a mental switch between playing the game proper and doing some filler quest like scouring the galaxy for lost dog tags.
The second change, and the more important one, is the redoubled sense of compulsion that Mass Effect 2 creates. Missions in Mass Effect 2 are very clearly delineated. When a new one begins, you are conspicuously presented with the character select screen, and everyone in your party will suddenly realize the ability to unholster their weapons. After completing a mission, you receive a detailed mission report screen that summarizes your accomplishments, predicts possible reactions from other characters and factions, and lists any new discoveries or acquisitions.1 These clear bookends have the effect of compartmentalizing each mission, such that it’s more difficult to abandon one halfway through.
And once you’re back aboard the Normandy, how can you stop playing right then when you could quickly duck into the Research Lab or the Armory to check out those new toys? And while you’re wandering the ship, how can you avoid chatting with your team members, who probably have something new to say about the latest mission — and, potentially, new missions of their own? And when you learn that your favorite team member has been accused of treason, how can you not speed to her rescue right away?
This mix of discrete bite-sized gameplay chunks — which are themselves, it must be said, much improved — with strong narrative hooks to the next mission makes Mass Effect 2 brilliantly, insidiously addictive. It goes from strength to strength with few missteps, and is clearly the product of a developer at the top of its game.
- Incidentally, I found it interesting that these reports appear to be from Miranda’s perspective. Perhaps it’s confirmation bias, but I took this as supporting evidence for my theory that I am not supposed to feel like I’m Commander Shepard when I’m playing.
3 comments
I can understand why many people didn’t like the compartmentalization of ME2, and it certainly had a few issues, but it made (for me, as for you) the game much stronger and more compelling: each bite-sized chunk had its own little three-act structure, all forming part of the wider structure. It helped that Bioware made the most compelling part of their ME/KOTOR games – assembling the team – the game itself.
I’ve talked about this a lot with people, but it’s clear that the structure it borrows is that of episodic TV: rather than a few giant game-y missions – which have lots of interesting nonlinearity, but are unlikely to be completed in a single setting – ME2 goes for a series of 45-60 minute chunks. And, like a TV serial, not all of them are entirely related to the main-arc. The main-arc is usually present throughout, but some episodes are very clearly main-plot-related; others – which in ME2, map to the loyalty missions – are more character-driven, and relegate the main plot to the background. And that’s really compelling – I could plan around it much better, and whilst I found it hard to stop playing until I finished it… I spread it out very evenly over a couple of weeks, doing one or two “episodes” in each play session.
Bioware’s writing style borrows heavily from TV – writers per character, overall plot being handled by a “showrunner” type – and so it’s interesting to see that episodic structure really fitting their games as well. (My only complaint would be how many of the loyalty missions were combat-based; by far the most interesting were the less combat-focused ones, notably, Samara’s, but to a lesser extent Tali’s.)
by Tom Armitage on July 9, 2010 at 5:15 am #
Yes! Episodic TV is the comparison I was grasping for but couldn’t quite find. I think that captures it perfectly.
by Dan Bruno on July 11, 2010 at 8:07 pm #
I totally agree that you’re not supposed to think that YOU, the player, are Shepard. But consider how well it’s executed here. This is one of the very few (Western) role playing games that I can think of where you actually play a role. Most of them, your character is meant to be YOU, and that’s not really role playing, in fact it’s more like the opposite–it’s transporting you to a world of fantasy. So the only thing you’re not doing is role-playing, basically. Here, you are actually controlling a real character with his own personality, and you may be guiding him, but you’re not him.
The strongest case for this is in the fact that I played this game twice, once as a mostly-good guy and once as a mostly-bad girl (sorry, “paragon” and “renegade” don’t do it for me). When playing it the second time (as the evil girl), I never felt like I was betraying my original “good” character, because I didn’t feel that she WAS that character. She was the same character from an alternate dimension where she had a different backstory and personality (and was a slightly unattractive woman). It did perhaps help that the female Shepard is a different voice actor, but still.
Additionally, when I accidentally performed a (very) renegade action which I won’t spoil, as the good guy, I felt I had no choice but to reload my last save, because I couldn’t accept that this Shepard would do such a thing. Normally when playing something like Morrowind, I have absolutely no problem with just randomly killing a guy because I feel like doing that, or just to see what would happen. This is totally different.
Love your blog (and its name) by the way! A friend linked it.
by surasshu on December 3, 2010 at 8:54 am #