|
Introduction
IMPORTANT: This essay does contain spoilers and assumes you know
something about the Mass Effect games.
Frankly, there’s not a lot to say about Mass Effect 2 that
hasn’t already been said elsewhere. After
playing the game, though, I had to go back and play Mass Effect 1 again. Comparing the games as I played resulted in a
great exercise - analyzing each in the context of the other regardless of who
has already written what. By doing so –
and by discussing the game with others – I managed to identify the drivers that
make each game so good at their own specific things (I often say they are both
excellent games that do different things excellently).
I found it helpful to think of each Mass Effect game
carrying its own theme or central concept.
In Christina
Norman’s talk at the 2010 Game Developers Conference, “intensity” or “a
feeling of intensity” was the core theme that drove many of the design changes
directly affecting the player experience.
It was definitely interesting to hear how the selection of a theme
unified the vision and ultimately the design decisions for Mass Effect 2, but
in a way this made it seem as if the first game had been more aimless. While that surely wasn’t the intention, it
inspired me to find and understand the design theme in Mass Effect 1, which I
consider to be “exploration and awe” – that epic sci-fi cinematic experience
that makes space feel exciting and limitless – and understand its role in some
of the designs of that game.
General Game
Progression
In terms of how a player progresses through the game, these
themes are clearly laid out. For
example, while both games are described as action RPGs, Mass Effect 2 drove for
the feeling of intensity by not only streamlining combat but also creating the
feeling that you may have to fight at any time.
In comparison, Mass Effect 1 emphasized
exploration, discovery, and cultural politics – a very classic Star Trek approach - achieving its space opera vastness
by allowing you to actually land on planets and explore (more on this later),
as well as by providing XP for virtually everything you could do, which helped
to make your time investment in thoroughly exploring the game pay off in little
incremental chunks.
The sequel let this
sense of exploration and progress fade a bit in favor of its theme, by waiting
until the end of a mission to mete out XP and containing the exploration of
planets into side-stories.
Mass Effect 1 even encouraged players to explore their own
inventory, upgrades, and attributes, but if you weren’t diligent about
maintaining these things, the options could definitely feel overwhelming. There was also the fact that just by playing
through the game you’d pick up so much equipment and so many upgrades, of increasingly
better quality, that you may actually end up never using a store in Mass Effect
1.
What the system does provide is a
feeling of satisfaction attached to its management: it’s nice to feel like you
are personally providing the best in equipment to each individual squad member. Mass Effect 2 streamlined the whole
experience, allowing players to understand upgrades and attributes on a more
at-a-glance basis; but this has the opposite effect of not feeling very
hard-won.
That is to say, you come
across general upgrades - like shotgun damage, for example, that performs an
upgrade for all the shotguns (all of which can be used by any member of the
squad) – by buying them or by coming across them in missions. To me, this made it feel like my Mass Effect
2 squad mates were made specialists only by their special abilities (i.e., overload
or throw or whatever), but never in their weapons usage – and that’s exactly
the basis upon which I would select them for my away party.
Not having to worry much about upgrades or
outfitting individual squad members (especially with the increase in number of
squad members in Mass Effect 2), and the ease of purchasing stuff, definitely
helped to make this part of the experience feel fast-paced and intense.
Even loading areas seem to fall into each theme. Both games have loading screens, but Mass
Effect 2 used them to actively engage you during the inevitable loading periods. Not only were they really well done and pretty
to look at, but they often related to what you were doing: visiting Omega,
using a rapid transit car on the Citadel, or even taking the elevator on the
Normandy revealed a cool cut-away view.
This highlights the more passive experience in
Mass Effect 1 featuring notoriously long elevator rides that were used to get
to different areas. However, while I can
definitely see this interrupting the flow of gameplay, it really complemented
the idea of this vast universe occurring around you when news reports of your
exploits would come through the speakers or your squad mates would have a
discussion with eachother that revealed insights about their
personalities.
Mass Effect 2 converts
all of these things into an optional part of the experience that you have to
stop and activate by pressing a button – allowing the player to fly past it if
they aren’t interested, maintaining that idea of continuous intense play. While I think this causes the sequel’s experience
to lose a little bit of the soul of the universe, Mass Effect 2 really balanced
this in its own way linked to keeping the player feeling the intensity of the
experience.
Role of Characters in
the Themes
Another area that helped me identify the theme of sci-fi
epic-ness in Mass Effect 1 was in the characters of each game. In Mass Effect 2, you are basically given a
list of the team mates you are supposed to pick up – you literally are checking
off the boxes as you go. While this
provides a much more direct experience, especially for players who may not be
accustomed to exploring much in a game that leans towards being a shooter, I have
a greater appreciation for how you meet your team in the first game.
The experience of coming across them is less
varied, but much more organic and natural – you bump into them more or less
because they happen to be in an area you’re passing through anyways (i.e., you
meet Wrex because he’s being all surly down in C-Sec, and Garrus in the Citadel
as you walk in on him arguing with Executor Palin). Tali is simply someone who has information
you need, but she ends up being much more valuable than that.
Finding your team mates in Mass Effect 1 is
much more exploratory and as a result, interwoven into the story and world –
these are characters that existed before you ever showed up, doing their own
thing. Mass Effect 2 loses that organic
feeling but opens up a potentially unbroken story experience by giving you a
list of people and their locations.
That list of characters in Mass Effect 2 featured squad “specialists,”
but without spending much time understanding their attributes and unique
abilities, their powers begin to feel more interchangeable, especially with a
high number of team mates that often share certain abilities. In the first game, if you were a soldier, you
could count on really needing a tech and a biotic to balance things out – but of
course, there was a need for this, like bypassing a locked crate or accessing a
downed probe.
In reducing its ideas of
exploration, the sequel featured that sort of activity a lot less. While my perception of interchangeability of
characters in the sequel may at first glance seem negative, it also has a
positive side – you are encouraged to try out different squad members on a
consistent basis just to see how they perform and because there really is
nothing keeping you from doing so.
Mass
Effect 1, on the other hand, actually encouraged the player to stick with
single characters by awarding achievements for doing so (i.e., completed the
majority of the game with the Krogan). As
a result I felt that the squad you choose in Mass Effect 1 doesn’t change as
much, acting more as your tight team of traditional action heroes; whereas Mass
Effect 2 keeps things a bit more fresh and interesting, especially if you pick
a character who isn’t really ideal for a particular mission – leading to more
likeable characters overall.
In
Mass Effect 1, characters would suggest themselves or other characters for
certain missions based purely on the narrative; some characters got mad when
you didn’t bring them along on a mission that involved them, again making the
universe seem quite large, as if these characters had lives and personalities
outside of the Illusive Man’s dossiers.
It’s certainly worth pointing out, though, that Mass Effect 2 doesn’t ignore
the fact that the characters and your actions were interwoven with the
narrative – this is done by relying on a lot of information from the first
game.
Hundreds of plot hooks link to
your actions in the first game, and coming across characters from that experience
brings on feelings of nostalgia and novelty, because they remember your
adventures together. The level of detail
in this regard promotes the continual play experience central to Mass Effect 2
and validates your actions in Mass Effect 1.
Narrative through the
Lens of Theme
The tone found in each respective story, however, is
different. In keeping with the
traditional vast sci-fi epic, Mass Effect 1 had a relatively simple storyline –
a slow burn, building up to the big final confrontation, with one or two really
exciting main story occurrences (i.e., having to sacrifice a crewmate).
If intensity is the theme for Mass Effect 2,
they did a great job delivering it in the narrative: they shock you immediately
by killing you in the beginning of the game; abduct your entire crew against
your will; and make you think really hard about how your decisions might
eventually end up killing your crewmates instead of putting you on the spot. It’s ominous where Mass Effect 1 had more of
a hopeful “Gee whiz, it’s the future!” approach. The addition of quicktime Paragon/Renegade
interruption actions in Mass Effect 2 really ratchet up the intensity by giving
the player immediate power to change the course of dialog and narrative.
In the same way, Mass Effect 2 took away some of the player’s
power over the story by removing the spirit of exploration in favor of
intensity. While a large part of the
Mass Effect community disliked the tank-like Mako missions featured in the
first game, at least they allowed you to go to some distant sector and land on
a planet where nobody had set foot before, delivering on one of the big
premises of epic sci-fi.
This was an
opportunity to see a variety of exotic worlds that were often beautifully
presented, a chance to be a deep space explorer. The game seems to specialize in big, open
spaces – the Citadel feels like the huge space station it’s described to be,
and contains characters that you can help if you take a moment to talk to them. Unfortunately, a lot of the gameplay taking
place outside of the main storyline consisted of tediously driving the Mako
around unforgiving landscapes just to loot a crashed spacecraft or prospect
some minerals – the payoff for exploration simply wasn’t high enough, even
though it fit in nicely with the theme of the game.
Mass Effect 2, though feeling a bit more
compartmentalized and objective-focused, does a great job of creating a story
out of each side mission; they each have a narrative and a uniqueness, which is
a big improvement, especially with a heavy re-use of assets in side missions in
Mass Effect 1 - although it comes at the cost of feeling less like an explorer
and more like a galactic sheriff.
The removal of the Mako also resulted in the galactic map
needing to shoulder the sense of exploration single-handedly, so in Mass Effect
2 scanning planets is a much more involved process. This is very surprising, as it is notably the
only thing that seems to interrupt the intensity of the experience.
The planet scanning game is further limited
by the need to buy fuel and probes – fuel to manually drive a tiny Normandy to
different planets and probes with which to scan them. The whole system is not a very good
replacement, because it actually made exploration of the universe more tedious
than the Mako did. It’s like, when you’re
caught in traffic, and you take another route even if it’s longer because hey, at
least now you’re moving, and making that progress feels good.
In Mass Effect 2, you can’t move, you’re just
stuck in traffic, scanning planet after planet with the only payoff being the
fact that you’re getting minerals for upgrades and that you uncover the
occasional side mission (no XP). Perhaps
my biggest problem with this is that it doesn’t help tell the story of the
game. I couldn’t tell you that any one
planet stood out from another for me (regardless of the excellent written
descriptions of each) – the player can’t really generate their own stories to
attach to them unless they uncover a side mission via scanning.
Even the descriptions fall short at times –
one planet says you can see words inscribed in it from space (via the actions of
an angry pirate), but you can’t; another says it’s an arid world with no oceans
but the texture looks like the opposite.
It just doesn’t feel very reliable as a form of exploration or
intensity, and because of this, doesn’t seem to fit in either game because it
falls out of each design theme.
Conclusions
Of course, there are things both games simply nailed, and
these are core values of the overall Mass Effect experience: a complex,
emotionally engaging Hero’s Journey; a complete, consistent, deeply imagined
universe; fantastic cinematic narrative design; and great sound design. The one thing that both games seem to deal
with poorly is that if you want to “walk the line” – that is, act on both your
Paragon and Renegade desires – there is no benefit in doing so as your
abilities to be persuasive in conversation and win the loyalty of your squad
mates are diminished.
After comparing the games and thinking about my findings, it’s
easier to understand the Mass Effect experience in not just two parts, but
three (even not knowing anything about Mass Effect 3): The first game
introduces you to this vast, awe-inspiring world that begs to be explored; the
second game focuses more on the difficulty of surviving and winning trust in
this world; and my opinion is that the third game is going to deal with life,
death, and how you choose to leave the world you came into two games ago – what
is the mark you decided to leave?
Overall, each game will do different things really well based on these concepts,
producing unique experiences in each.
|
I'm hopeful that Mass Effect 3 will take the pacing of ME2 but re-inject some of the explorative feel of ME1 into it, and give us a vehicle that's fun to drive.
Garrus did have a helmet on when he was known as Archangel though, does that justify the lack of recognition?
Good point re: Garrus's helmet; while one might assume that he didn't wear a helmet at all times, it's certainly reasonable to think that he may have worn it as Archangel whenever dealing with antagonists (definitely forgot that he removes his helmet for the big reveal). Plus, if they ever saw his face, it probably wouldn't have taken them long to identify him especially with his past in law enforcement :P I think my complaint was rooted in a desire to see the world react more to the actions of your squad mates, but this was not a strong example.
I agree, I think ME3 has the potential to have a good formula based on the strong elements of the past two games, and (hopefully) tied together by a strong central theme that will give rise to some interesting changes.