Sunday, September 8, 2013

Super Nerd Sunday: Mass Effect 3's Inevitable and Disappointing Ending!



I find it quite impossible to consider Mass Effect 3's endings in any context other than the endings of the Deus Ex games. The parallels are striking.  A set of branching, oft concealed choices are set within a complicated web of systems we refer to as "game," left for us to discover and explore of our own accord, at our own pace.  These choices color our path as we move through the linear story we are presented with, setting us up for the final moments which lead to an inevitable conclusion, one demanding sacrifice.  The first two Mass Effect games used these complicated interlocking systems to generate singular cinematic endings based on the decisions you made during the course of play.  The "color" of the path grew into the finale.  The third Mass Effect game takes a different approach: it presents a last-minute branching choice that, while influenced by the choices you've made, effectively pushes them to the background in favor of attempting to generate some sort of catharsis for the three game act you've played through.

It's an understandable compulsion to have as a designer: you spend all this time working on a game, a series of games, really, spanning half a decade, and when you're finally done you're left with a big messy product that you have to figure out how to tie up.  The inspiration for Mass Effect 3's endings, the Dues Ex games, dealt with incredibly complicated stories that juggled conspiracy theories and moral dilemmas that necessitated a similar solution, and presented a similar network of branching decisions along the way, long before it was cool.  Seemingly plot central characters could be killed without breaking the game, bosses could be circumvented without being killed, and when you did these unexpected things, the story would account for it.  Someone you spared in Germany would thank you in France, someone you killed would have a friend looking for revenge a few missions later.  It wasn't a perfect system, but it was, in many ways, a majestic iteration on what it meant to be a game.

But the complicated story and interlocking moralities tied to specific events needed a resolution, a catharsis for that set of moral quandaries you've guided the player through.  And that catharsis needed to be in some way reliable and manageable for the designers, so last-minute choices were added to the mix.  A set of broad, world shattering decisions made in the final minutes of the last few levels determined how the game would resolve, factoring in more than nearly all of the other choices that one might make.

The end result is bittersweet: you have a set of endings, easily accessed by simply replaying a save from the last few minutes of the game, tying up a tremendously complicated set of game systems that shift in nuanced ways based on play.  The motive for replaying the game then becomes less seeing new endings, and more seeing the way the decisions you make subtly impact gameplay systems along the way.  You can easily access the endings, simply by stepping into your last minute save file and playing through from there.  This is what Mass Effect 3 presented me with, and I found it no more satisfying than I found the Deus Ex endings.  These forced dichotomies present an illusion of choice, but within their frameworks choice is actually annihilated: the choices you make are made less meaningful, and the last few moments of the game present you with what is effectively a reset button.  Flip one of these three switches and you get a particular ending.

This is, in many ways, a false parallel.  Mass Effect 3's ending has some pretty insane multivariable code behind it that shifts in small ways based on the decisions you've made, and, if you do certain things along the way the same choices in ME3 can have dramatically different impacts on the way the story resolves.  The "Effective Military Strength" bar that keeps going up and down in ME3 is at the heart of these shifts, but other, subtler shifts occur based on experiences in previous games and choices made in ME3 itself.  Some of these are obvious, some aren't.  Some require DLC, some don't.  Deus Ex's endings had none of this granularity: they effectively undid all of the choices you made in the game world in favor of locking you into a set of crafted resolvey moments.  Mass Effect 3, to its credit, endeavors to make every choice you've made along the way important, however ridiculous they might seem along the way.

But I do feel that the endings, and this method of introducing an ending to the game, has the strange feeling of annihilating choice.  By making each ending about a binary set of decisions made at the last moment, you effectively undermine the importance of the decisions that lead up to these final seconds of game tie.  By presenting a set of binary choices, you necessitate pushing all of the past choices you've made into the background, necessarily foregrounding the big decision that will change everything in the game world in a few seconds of codified resolution.  Consider Mass Effect 3's ending in the context of Fallout: New Vegas' ending.  Fallout: New Vegas has a greater variety of endings, and the choices within it are far more binary, but the game presents these decisions in such a way that seem fluid, part of a narrative.  Without achievements, there's a chance you wouldn't notice the various decisions that influence the ending of New Vegas, however slim, and acquiring a certain ending is actually quite challenging: it's less a matter of rebooting to a particular point, and more a matter of playing through hours of game in a new way to see how it all unfolds.

The difference between the two systems is stark.  One presents a game-world where events unfold based on choice, a game world where this is always the case, where decisions consistently rework the world around you and the resolution is generated by many small moments, rather than a handful of big ones.  The other presents an immersive world, up to a point, before asking players to make a massive, largely decontexualized decision at the end of the game which effectively re-writes the story of the game world in its final moments to give players an appropriately epic narrative resolution.  But there's something in that blanket resolution I find profoundly unsatisfying, a feeling of finality and disconnection that irks me to no end.

Perhaps it's the way it casts choices up to that point as being less important (even when they were just as important).  Perhaps it's the finality implied by such a set of choices (though this too is eschewed by a tendency to make sequels to games with endings that present the option of a sequel as far-fetched).  Whatever the guiding star behind the tiny nagging voice within my skull, I find this sort of thing unpleasant.  Instead of giving me catharsis about how I've played the game, it wracks me with anxiety.  What if I chose A instead of B?  Or what if I went out on a limb with C?  Would my character ever even consider choosing C?  What about D?  D could be interesting.  These choices, rather than unfolding the world, annihilate additional possibilities in my mind, despite the fact that they are simply a reloaded save file away.

I've  talked about Mass Effect 3's ending with relatively little substance, and few, if any spoilers, I hope, and the result is pretty dry.  But what I really want to ask you to consider isn't whether or not it worked as an ending, but what sets branching endings aside from last-minute choice endings.  I've got much, much bigger problems with ME3 that I plan to address next week (even at its worst, the Mass Effect series is lovely fuel for discussion) but for now I simply wanted to address a massive, sweeping, singular set of choices that, for the first time in the Mass Effect series, presented themselves.  I understand why the ending was structured this way.  I even think that, considering the circumstances responsible for the ending, Bioware did pretty well (though it is worth noting that I played through the "Extended Cut," by merit of playing ME3 over a year after its original release).  But it raised my hackles all the same, the way that Deus Ex: Human Revolution's final moments did, wherein I was asked which button I'd like to push to change the world.

A twitching eye, a reflexively snarling lip, a sudden urge to let loose an animal growl from my throat.  This is what these sorts of moments do to me.  And me alone, apparently, judging by review scores.  Perhaps I am unfair.  I'm sure many could say the same about how I've used parentheses in this post.

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