Free Will and Entitled Gamers: Choice and Mass Effect

Potato, potato. Let's call the whole thing off.

Editor’s Note: this article contains minor spoilers for Mass Effect 2.

By Steven Sukkau

The recent hullabaloo over Mass Effect 3 ‘s endings was inevitable. Given the unprecedented amount of personal choice and a trilogy’s worth of emotional investment, it’s no wonder BioWare couldn’t provide an ending that would satisfy their customers with their infinite diversity of personal stories and experiences in the Mass Effect games.

The resulting outcry was inevitable. I say this not because I feel that the creators were overambitious, but rather because the entitled sense of “choice” BioWare created in gamers was built on a lie. What the ending of Mass Effect 3 shows is that we never had any real control over the story; the reigns were always tightly in the hands of others.

It’s led me to question: was there really ever such a thing as player choice in Mass Effect ?

I mean, we can certainly choose how to achieve our goal. We can be snarky or honey sweet. We can use long range weapons or we can specialize in close quarters combat. Whether I bend the laws of physics through biotics or devote myself to guncraft, there is an illusion that my Shepard is different from yours. I may choose to play as a lothario bedding every alien that comes my way, or a no-nonsense career military woman paying no mind to romantic possibilities. Factors such as my gender, mate, or whether or not I annihilated a bug-like race make it seem my time with Mass Effect was unique.

But the end result is the same. Every player overcomes enemies, through weaponry or biotics. We complete the objective, retrieve the information/prisoner, and travel to the same planets regardless of the attitude we envision for our Shepards. What were our choices? Were they just related to how surly or sweet our mood was that day? I think the truth is that we completed the game in increments, at the pace the designer intended. While we have input into pieces of the story, I think we’ve mistaken these aesthetic choices for true agency.

So maybe “choice” in games is a misnomer, an illusion; it’s an over-idealized virtue in modern games that doesn’t reflect the truth of the situation. We like the feeling of control, but we also demand the assurance of an invisible guiding hand through devices such as level design, cinematic cameras, and narrative progression. Because in the end, game design is just that: a design, a preconceived pattern created by someone else.

Consider this: if we imagine videogames like a dramatic performance, instead of an arena where we can really “shape the story” as BioWare insists, then what is evident is that we aren’t really actors in an ever-changing narrative. Instead, players are closer to an audience participating at a concert. We can alter our experience in certain small ways, changing the mood by raising our hands, clapping along or sitting down. Even if we obnoxiously request songs, what we have to admit is that in the end, the performers are the only players with real “choice.” Like the BioWare writers, they determine how and when concert plays out. We can cheer and stomp for an encore, we can chant or boo until they come back on stage, but our control is limited. And, as audience members, that’s the way we like it.

Let’s be honest: we don’t have the kind of control we were promised. But that’s not a bad thing. Everyone tells you “actions have consequences in my game,” but to have a game with real choice, some of those consequences need to utterly ruin the experience to fit the narrative. I’m talking, you can either save the galaxy or spend the rest of the game as a trillium farmer on the moon of Prometheus, kind of choices. And yes, you would hate your life on Prometheus, but that’s your choice. And no, you can’t finish the rest of the story; go back to your trillium market watch report.

Basically, true choice means, not dying and starting over, but taking the “other” path, the one less travelled, and living with the consequences. Choice means changing your destination. If everyone ends up in the same place, you never really had a choice.

And BioWare flirts with this idea, but never courts it. Yes, it’s emotionally devastating to watch Kelly Chambers get liquified because you took your sweet time rescuing your crew in Mass Effect 2 . But in the end, they knew you wouldn’t care about a relatively unknown character, which nullifies the significance of the choice. Risk is the only measure of free will; without a wrong choice, there’s no point in choosing.

And this is where Mass Effect , for all its choices, still resembles the “But thou must!” moment of Dragon Warrior ; when all roads lead to Rome, it means there never was any other choice in the first place. It’s just a puff of smoke and pyrotechnics to distract your eyes long enough for the BioWare magicians to retain their narrative authority. Because unless you want your Shepard to spend his or her days raising baby Rachni while the universe is killed off by the Reapers, we need to give up the reigns to writers. But that’s what good stories need.

Further Reading: “I’d Rather Be Mauled By a Bear Than Save The World” (Medium Difficulty)

“Why I’m in the Cult of Far Cry 2″ (Medium Difficulty)

This entry was posted in Criticism , Features and tagged . Bookmark the permalink .
  • michaelmartine

    This very much describes the growing unease I have felt in another of BioWare’s titles famous for its “story:” Star Wars: The Old Republic. The more I played, the more I did not feel it was my story. It was their story. I was in control of nothing except whether I wanted to respond like a stick-in-the-mud or like a colossal dick.

    For contrast in a single-player RPG, consider Skyrim. You really can just do whatever you want: finish the game or no. There are core story quests you need to do in order to finish the game but also a zillion side quests and happy distractions (or not, depending on how OCD you are). And depending on what kind of character you choose to play, you can delve into very full supporting stories around thievery, assassination, mercenary fighting (and becoming a werewolf), wizardry, vampirism and so forth. You could play the game several times through and have very different experiences as different “class” types (they’re not true, restrictive classes, but the word class will do for the sake of the discussion).

    At the end of it all, it doesn’t really matter if you chose Imperial or Stormcloak, finishing the game is finishing the game (to the best of my knowledge, anyway… I still haven’t actually reached the ending yet on any of my characters, probably because I don’t really want it to end). But Skyrim gives you such varied ways to get there that it feels like a much more meaningful choice, even though it may only really just be a better illusion.

  • I’ll post this here as a repost of a comment I made

    So ignore the fact that 90% of the press releases before hand said that we were going to get
    1) Deep and meaningful endings 16 of them rather than 3 outcomes with minor variations depending on your score… I wasn’t expecting 16 but I expected something that at least in some way differentiates the choices and gives some kind of closure… If Shepard dies in an act of self sacrfice or lives out his life in some fairy tale ending should have been the choice of the user… you know the way that Bioware marketed the game… Choice and all that nonsense, which wound out amounting to crap.
    2) Plot holes…. No one can leave earth. You have a ridiculous number of flotillas in a post apocalyptic earth with limited resources. Quarians are going to die out guaranteed in the destroy and control endings when you add in their high maintenance needs and potentially the forced cybernetic homogenization if the extra bits tacked on can’t save their immune system, Krogan are no longer effected by the genophage if you chose to give them the cure… stick them on a planet with no resources and they will eat everyone else when it comes down to it.
    3) All choice was invalidated… I could play through any of the games on any of the settings and the ending cutscenes I get are still the same. It changes the minutia but I see no results of my actions other than pretty explosions.
    4) The character dialogue was relatively weak for a game where the developers could get away with writing more dialogue without fear of contradiction in the “next game.” There was more conversation options with the crew in terms of dialogue wheels rather than a railroading of conversation path in Mass Effect 1 than there was in Mass Effect 3.
    5) For a race of logical machines the citadel AI creepy child had 0 logic. You wipe out life so that life won’t create synthetic life to wipe themselves out… The tautology is simply a failure in anything approaching a coherent logical argument, especially when it seems that the reapers/ai child are trying to help organics… Wiping out synthetic life/posting an explanation that bad things happen makes much more sense if the preservation of organic life from synthetics was their goal. The very fact that the geth and all other life in the universe could get along if you choose to save them is directly contradictory to their logic and a race of machines purely based on logic wouldn’t just ignore the new variable. Bioware is entitled to write characters and races as they wish but don’t do something contradictory to character to a set-in-stone, and logical, typeset race of sentient machines. The company themselves set the parameter that they will make the “logical” choice based on the evidence and then had them completely ignore the evidence that stood before them.

    Where was the choice that we could convince the reapers that organics could get along with synthetics like the geth, post-legion upgrade. Where was the closure on the existing endings… Does Shepard use the reapers to rebuild the mass relays if he/she chooses to control them. How do the races turn out in the end. If you make everything a blend of synthetic and organics are the species relatively unaffected or is there some drastic reorganization in thought process. There simply isn’t an ending with anything meaningful behind it other than the imagination of the players… Then Bioware says… we wanted a thought provoking ending that would incite the consumers to show how invested they are. Yeah I’m invested… over 200 dollars in considering I had to rebuy my mass 1 and 2 for PC + DLC. I play the game to see what choices I was provided and the story that Bioware wanted to tell. Then I get the response use your imagination… If I wanted to do that I wouldn’t buy any games from anyone I’d just imagine stories in my head for the fun of it.

  • http://twitter.com/PatrickLum Patrick Lum

    I don’t necessarily believe that the fact that the destination is always the same means that you aren’t making choices. Certainly it reduces the impact of the choices merely to changing the ways in which the journey to get to said destination is experienced, but that’s still a choice, however minor.

  • Javier Segovia

    Fallacy of False dilemma, so either you’re a jerk or an idiot. Your choice. See how that works? For the record, I don’t think you’re either, but if I frame the issue that way, you come across pretty badly. The options are not get agency and get a crappy story or get no agency and get a great story. Really, there’s a spectrum, to how this works, and those are only two dots on it. Also, some people care whether or not Kelly Chambers lives, whether or not council races hates humanity, whether the genophage gets cured and whether or not the geth and quarians can find peace. To most of us, this isn’t window dressing, it was shaping the galaxy, or it was until the very end, at which point you is correct, agency does disappear, which is why we’re upset with it. The only thing we feel entitled to is what we were promised, and comparing the list of things you could effect throughout the trilogy to the agency of the ending is disingenuous a best. As to only being able to loose characters we don’t care about, doe you know how many people can die in Mass Effect? It’s a pretty long list.