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And then Mass Effect proved Cody wrong... | |
Posted By: munky-058 <munky.058@gmail.com> | Date: 6/21/12 6:18 p.m. |
In Response To: Thoughts Collected (Cody Miller) : The more meaningful choices the video game has, the more complex, : interesting, and fun it is. Mass Effect would like to have a word with you... : Now, the choice in interactive narratives must also be meaningful, since it
Over the course of the series, many minor choices have major outcomes. Countless choices and events change the story in meaningful ways. Take one single string of choices centered around one idea: The Genophage (neutering the violent krogan species). If you screw up your choices in Mass Effect 1, Wrex dies. A violent and unsympathetic krogan takes his place as Urdnot clan's leader. Why does this matter? Because of how the player perceives the future of the universe based on this single event. A wise krogan, or a violent one in charge of a major clan, and ultimately of the whole species. Second string of choices. Maelon's research data in Mass Effect 2. Do you destroy this valuable data that was obtained through the torture and ultimate slaughter of innocent krogan females? It's a choice based on player morality, and what you do here has major repercussions later on. If you don't save it, Eve (the only surviving krogan immune to the Genophage) dies. Now you have many more choices brought on by this, that take prior events into account. Did Wrex die in ME1 or 2? If he did, then you no longer have Eve keeping the violent Wreav under control in Mass Effect 3. Do you, the player, want to cure the Genophage with this in mind? The player is investing in the game, making a real risk-versus-reward choice. You can do many things here. You can trick the krogan (and your allies) into thinking you cured the Genophage, you can betray the krogan outright and murder your old ally Mordin, or you can cure the Genophage and focus on dealing with one problem at a time. What you do affects how much support you have at the end of the game, which affects the outcome of your mission. This is one single string of choices that impact the story in significant ways, and Mass Effect is filled with countless strings. : Now you should be able to see why interactive storytelling must give up on
I know you'll counter with the fact that Mass Effect 3 had only four endings in terms of the main "Stop the Reapers" plot. I know how you'll counter because you clearly make an effort to completely miss the point. The idea is that games are already having player interaction be the driving force of the plot, and having minor choices affect the way events unfold. The simple fact that there is more than one possible outcome is testament to this in itself. And yet, through all of this, Bioware succeeded in telling us THEIR narrative. They simply gave us the ability to make it unique to ourselves depending on the person we are, the mistakes we make, and the risks we take. That, and the incredible variety of gameplay options make it a very fun game to play.
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