The Bioware Dilemma
For any of you who are active in the gaming community, you may have noticed a certain hubbub surrounding the finale of the Mass Effect series. Seeing as how I prioritized beating a 30+ hour game in lieu of working on two major assignments due next week, it should probably be of little surprise that I’m weighing in on this debate—also in lieu of completing my assignments. What the hell, Shannon.
“But Shan,” you say. “This is a blog about books. Not video games.”
Don’t be such a prude. The following post will be about story and narrative, so deal with it, yo.
WARNING: SPOILERS AHEAD. I’ll be discussing ME3 in depth, as well as both Dragon Age 1 & 2. There will be spoilers. Oh yes. There will be spoilers.
Now just in case you are not in the know, like all we hip cool kids who maintain book blogs tend to be, modern Bioware games stand apart because of their rich narratives and characters. This isn’t to say that Bioware games are deep. On the contrary, I would argue that they really, really aren’t. But that isn’t necessarily a bad thing—after all, what players like about Bioware is their ability to make choices that result in different characters feeling different ways about the player, providing them with different opportunities, rewarding them in difficult circumstances with different means of dealing with the problem. Bioware games are about options. And this is what I feel is the Bioware dilemma: how can they make the best story and still give players difficult, engaging, and radically different choices depending on their playthrough?
Theoretically, if you’re a normal human being, Bioware games are meant to be highly replayable so you can explore all the different possibilities from game to game. I am not necessarily a normal human being but actually highly refined unit capable of processing great energy on a diet of obsessive compulsion and pattern, so I personally never play the games that way. I often navigate the game in a way to provoke the best story—to get the most out of the settings and characters, and to follow the most fulfilling narrative. ‘Story’ for me is the essential fuel on which I run, and so playing the games just to muck around is never an option for me.
When I get this good story, then that’s the way I ALWAYS want to play the game; for me, it’s like returning to a good book and reading it again for the pleasure of it. I don’t need things to be different—I take satisfaction from finding them exactly the way they were when last I left them.
That said, I still really like the way that there ARE multiple paths—that I need to search for the best story, that I might not find it if I’m not cunning or careful enough. If I fail to get the result that I feel was the most narratively satisfying I’ll go back and play it again until I get it right.
For example, I did a playthrough of Dragon Age where I accidentally gave all of Wynne’s wine to Oghren, making her affection bar something of a challenge. Wynne is such a cranky old lady despite seeming to be as endearing as a particularly endearing button, so I can never get her affection high enough unless I always have her with me in a party or unless I placate her with books and wine. So the end result was that I never got her character quest, and she never said goodbye to me before the final battle. Additionally, I had actually named my character Wynne, not knowing that there’d be a Wynne in the game—and this bugged me. I figure Bioware does a really good job of making your lack of a name unnoticeable, but I can’t suspend my disbelief that it would never come up when we have the same name. That’s not Bioware’s fault, of course—but it bugged me enough to want to change it.
So I replayed the game with a different name and saved Wynne’s wine for her, the saucy lush. But everything else I did was exactly the same. And when I played it a third time, I still made all the exact same choices, because that’s the way I think the story ought to go. (For those curious: rogue, noble, romance Alistair, save the mages, save Connor without blood magic, preserve the ashes, detroy the anvil, cure the werewolves, kill Loghain, give Morrigan her baby, and then become queen—all while playing nice with everyone except slavers.)
I did something similar in Dragon Age 2, in that I did my first playthrough with my default class for any RPG I ever play: rogue. When you play as a melee class the game happily gives you an adorable baby sister to protect and nurture despite being a mage, and this is entirely necessary, because the game does everything in its power to turn you against mages. My first run, I played the devout civil rights negotiator, protecting the mages at every available opportunity, romancing Anders, standing up for everything short of blood magic—but they always turned on me. Every mage I ever sheltered, protected, or encouraged turned to blood magic or into abominations (with the exception of Feynriel, who instead finds comfort in the arms of the Tevinter Imperium. Hardly a victory).
I know this is why you’re given Bethany, because you need a mage to keep fighting for—but Bethany’s hardly around enough to counteract accordingly, and at some point between your mother being horribly murdered by a blood mage and you finding out that First Enchanter Orsino could have done something to stop it, you kind of have to reassess your priorities.
So, when I beat the game, I immediately restarted and played as a mage. A lot of people complain about Carver but, having always wanted a little brother, I found him a refreshing and glorious change to sweet, boring little Bethany. His antagonism is just charming enough to be tolerable, and I feel like the game does a very good job of showing that he really is constantly struggling in Hawke’s shadow and has every reason to be annoyed and bitter.
(As a side note, Carver is definitely an interesting character in terms of what makes for good story. If made a Grey Warden, Carver matures and reaches his full potential. He’s still a smug little twit sometimes but he lets go of his petty grievances and really accomplishes something with himself. But, if allowed to become a Templar, Carver maintains a bitter resentment towards Hawke and provides a really interesting family dynamic and conflict to follow through to the end of the game. Poor Carver is a significantly less happy person, but your story as The Champion feels more fleshed out and engaging. Hmmmm.)
On my second play of DA2 I played as a mage who perhaps doubted whether mages should really be free—who felt guilty about her circumstance and what it meant for her family, and who perhaps would have happily turned herself in ages ago were it not for her poor mother and brother, who still need someone to look out for them. Then I romanced Fenris so they go through the journey of discovering that maybe mages aren’t all bad together. Also at some point I may have tricked myself into assuming anyone actually cares about this bullshit, and then I wrote a whole paragraph about it.
But let’s actually talk about the Bioware Dilemma, now. At last! Let’s get to the meat of the matter.
The Bioware Dilemma is present in Dragon Age 2 in the form of Anders. My first playthrough, I did everything in my power to smooth things out and to lessen tensions between the mages and the Templars—so, of course, when Anders destroys any chance at peace, I was a little choked. So choked, in fact, that as soon as the credits rolled I immediately went back and started another playthrough, because fuck you, Anders.
On the one hand, head writer David Gaider and his team obviously did a really excellent job of making you feel betrayed (I was furious!), but on the other hand, it had effectively rendered all my choices in the game up to that point null and meaningless. What did it matter that I championed mage rights as best I could? Had I oppressed or manipulated mages, would things have turned out any differently? Would your mother still be alive, or would Anders be so beaten down by your aggression that he would fail to blow up the Chantry?
No—none of those things had an effect on anything. When it came down to it, all choices were whitewashed as a result of Anders … and they always are, in every play. The only result afterwards is whether you become viscount or must immediately go into hiding because of your crimes, and that’s only an afterthought mentioned by Varric. Even attaining viscount is only temporary, because eventually Hawke disappears into the West so the next game can take place in Orlais, probably possibly.
The point is that the choices in DA2, as opposed to DA1, actually had very little effect on your character’s story. Characters can live or die, abandon you or fall in love with you, but when it comes down to it: the Chantry is always destroyed, Hawke must always kill both Meredith and Orsino, and the structure of Chantry Law in Thedas comes crumbling down.
But is that a bad thing? What are the sacrifices we’re willing to make in a game? Where’s the balance between games where you can choose to do anything you want, at the expense of having any engaging story at all (as in Bethesda titles like Skyrim or Fallout 3) or having a story that is extremely well-constructed and engaging, but completely linear (such as Uncharted)?
Overall I found that turn of events in DA2 to be frustrating—but it was a good ending, so it was hard to be actively angry. Once I played as a mage I felt that the narrative followed an interesting turn and ended in a satisfying and appropriate way, so all in all I was appeased. But I still remember being really irritated—why is it that all of my various choices and accomplishments couldn’t shape the fate of Thedas? Why is it that Anders had the final say, and not Hawke?
But then Mass Effect 3 came along. It’s worth noting that ME3 has a completely different team of writers from DA2 so to compare them is a little silly—but they are both Bioware games and both pride themselves on the same choice-based story development, so they get compared. Tough beans.
This is also where I start swearing a lot more, because the wound is still fresh. Motherfucker.
As far as choices go in Mass Effect 3, they are myriad and engaging. It’s hard to feel any kind of tension or rush when you know that the game isn’t timing you, that you can return to Earth at any point and things will be in the exact same state—so as far as an active plot goes, it’s sort of non-existent. ME3 is simply the last hurrah, the last chance to shoot some Husks and have adorable moments with Garrus the love interest of your choice Garrus.
But there are some excellent choices. You can choose to stop the genophage or to contribute to the Krogan’s extinction. You can give an entire fleet of AI foot soldiers free will so they can attain individuality, or you can destroy them. If you choose to give them free will your Quarian allies might die, unless you have enough reputation to convince them to back down, thus securing a truce between the two peoples.
That’s all excellent stuff, and it’s reward-based: do enough of the side quests, and you’ll have the reputation to get the better solutions. Great. Simple and effective. There’s plenty of room for variety, and players are rewarded for good behaviour.
The problem with ME3 is that none of that shit matters. None of it. When it comes down to the very ending of the game, regardless of how ‘well’ you played the rest of it, your three choices are always the same—and, to be honest, those three choices are really, really awful.
I’ve seen a few critics commenting that the reason why people are unhappy with the ME3 ending is because it is sad and we the mindless masses can’t possibly comprehend that sadness can be a good thing. That is … I mean, really? Go fuck yourself. Patronizing doucheduffle.
It’s okay that Shepard dies. That’s all right. In fact, it was kind of expected—back before I beat the game and I was talking about it with my husband, I actually theorized that this would be the one game where I pick the worse story option—where I actively choose to keep Shepard alive, rather than sacrificing herself (which would obviously be the better story) simply because I had spent so much time with this one character that I just didn’t want her to die.
Because I never questioned that there WOULD be a survive-and-be-happy option: I just knew it wouldn’t be a very good option. When it comes down to it, Mass Effect is a video game, and you have spent collectively almost 100 hours keeping Shepard alive and well and investing in this character. It’s not a book, or a movie, where you can get your cathartic kick and be satisfied: this is a video game. If Shepard dies, it’s like you, the player, dies. And that’s just kind of a bummer.
But it does make for good story. So I simply assumed that of the possible endings, there’d be the paragon sacrifice ending, the edgy renegade ending, and then the happily-ever-after stupid ending. For my first playthrough, I was thinking I was going for the happily-ever-after stupid ending, because I didn’t want to be sad—yet. The paragon sacrifice ending would come from my perfect-story-second-run.
But the thing about the paragon sacrifice ending is that Shep sacrifices herself (or himself, for you mansheps out there) to save those that she loves. That’s the dialogue line I pursued, anyway—everything I did, I did for Garrus, and Tali, and Liara (Joker, Chakwas, etc). So if I’m sacrificing my Shepard for the greater good, it’s because I want to know that those guys are alive and well.
But in ME3, it doesn’t matter—none of it matters. No matter how well you played the game, it all effectively results in the same thing: the Reapers are stopped, but galactic civilizaton as we know it comes to an end as the relays are destroyed.
We all know from the Arrival DLC that when a relay is destroyed it emits enough radiation and energy to essentially go supernova, destroying the associated solar system (and possibly seriously fucking up any neighbouring systems, as well). So if all the mass effect relays are destroyed, does that mean that every single solar system in the galaxy gets wiped out? Is the Normandy sucked through a wormhole that puts it someplace safe, and that’s why Joker & Co are able to survive? I mean, really, what happens?
But let’s assume that the relays are destroyed without actually killing anyone nearby or having any serious consequences—after all, if you choose the one ending where Shepard actually survives, she wakes up on an intact Earth. So if that’s the case, then with the relays destroyed the entire fleet that Shep had amassed to take on the Reapers is left stranded on Earth. That’s probably fine—with the amount of casualties, the planet can probably sustain those numbers.
I mean, especially when you consider the fact that once the Quarian and Turian fleets run out of their own food reserves, they’ll just starve—what with the whole incompatible amino acid thing. So, sucks to be them. Good thing I secured a truce with the Geth and Krogans on their behalf and everything.
Or that the Krogan that I personally worked so hard to cure are now likely to all die out anyway. Without a mass effect relay they’re cut off from the rest of the galaxy, and there’s no Council in place to grant them a new homeworld. It was implied that Tuchanka may be recovering, but can it recover fast enough to produce enough food to keep the soon-to-be-booming population fed? Are we led to believe that they’ll figure it out, that their scientists will re-prioritize and figure out effective ways to feed the population? Or is it much more likely that their already delicate new society will just fail, and that they’ll all return to a life of tribal murder and competition for the few resources their planet can offer?
And what about your own party members? It’s sad enough that your love interest has to go on without you (but this is an acceptable sadness—unless you chose to rekindle your relationship with Kaiden or Ashley, in which case they’ve already had to survive you once, and it kind of turned them into douchebags in ME2, so … sucks to be them) but also that they’re all cut off from their families and loved ones. Tali, remember, is so distraught by the loss of her people (if you fail to have the influence to save them) that she kills herself—but in this ‘happy’ ending provided by the game, she ends up cut off from her people, presumably for the rest of her life. Not to mention that while she could get used to this mysterious new moon, she still risks a suit rupture, infection, and subsequent early death. That is, of course, assuming she and Garrus don’t simply starve within the first few weeks, stranded as they are on that mysterious Jungle moon that is unlikely to produce both levo and dextro amino acid strains.
So, in ME3, you have a variety of excellent choices to make throughout the game… but it all comes down to nothing. No matter what you do, your three possible endings will always be the same—and all three choices nullify any of the paths you took throughout the earlier part of the game. Krogan-Turian alliance? Doesn’t matter, they’ll never see each other again. Quarian-Geth truce and giving the Quarians back their homeworld? With the bulk of both fleets wiped out and stranded on Earth, that hardly means anything. In addition to undermining Shep’s sacrifice, this also kind of screws over both Mordin and Legion—who gave their lives to cure the genophage and grant awareness to the Geth, respectively.
So, when readdressing The Bioware Dilemma—I think we can safely establish that ME3 kind of fucked it up a little. If all the endings result in the same thing—sadness for everyone, destruction and chaos for the characters I’ve grown to care about—then why the hell would I ever replay it? It won’t change anything; the choices that I make in the game are completely pointless since the ending eradicates any possible influence Shep could have had during the course of the game. And if I won’t replay ME3, then I have to seriously question whether I’ll ever replay the other two again—after all, what’s the point of anything, if all Shep can ever do is simply hurt the ones she loves?
I could go on and on talking about what exactly was awful about the game, and how the endings didn’t even make sense or were stupid, or how they directly contradicted stuff said in the earlier games which made them especially fucking inane—but I’ve already taken up 3500 words of your time, and I’m sure you’ve heard it all before.
The Bioware Dilemma is how to tell a good story while still accounting for the freedom of choice that Bioware likes to give to its players. Can you really truly feel that your Shepard had a profound effect on the galaxy when all of your choices are whittled down to only one possibly ending? Even if the three choices had actually had different consequences, is it really okay to leave the ending up to that kind of call, making all actions you chose prior to that completely irrelevant? ME3 writing team, what the heck were you thinking?
Above all this blog post should stand as testimony that I am CRAZY about Bioware games—the reason why I’m able to sit down and pound this out is because the ending disappoints me so much. But Bioware needs to take a step back and realize that this kind of storytelling only works when the player is in control. When working on games like these it is not the writer’s job to come up with one engaging story and then railroad the player into following it—its their job to come up with multiple, different engaging stories that allow the player to really feel like they’re in control. It’s just tragic that the ME series had to be sacrificed in order for us to realize this.
Goodbye, Shepard.
- Shan