Attn. BioWare: A Request After Playing Mass Effect

by Chris Remo, Dec 07, 2007 6:19pm PST
Related Topics – Mass Effect, BioWare, Ubisoft

Mass Effect is an ambitious game, and an admirable one in many respects. Its conversation system--which combines unusually well-done superficial cinematic presentational elements, branching options, and clever "pre-selection" of dialogue allowing for realistic flow--is probably the best I have ever seen in a game.

The combat, on the other hand, does nothing for me. Our own Nick Breckon reviewed Mass Effect, and I agree with his judgment, that the narrative systems of Mass Effect are fantastic but the combat ranges from unremarkable to poor.

That's just giving some context, though. It isn't what I want to talk about here. Some of you may agree regarding the combat, and some may think it's fantastic; that isn't the point of this post, and I hope the comment thread isn't dominated by it.

Mass Effect makes me long for a game that simply eschews combat and instead relies entirely, or almost entirely, on less outwardly violent human interaction as its basic gameplay mechanics. BioWare already seems to have figured out how to do this, and Mass Effect is the company's latest example of it. BioWare, you could make this! You might have to be a bit deceptive when pitching to your EA overlords, but you have plenty of experience writing double-crosses into your games so I'm sure you'll figure it out.

Being able to double-cross webs of NPCs is one of the most satisfying character interactions I've had in a game lately, and Mass Effect is full of such opportunities. Agreeing to spy on one character, only to screw both your target and your employer at once--with that being only one possible direction--is a great feeling.

That's what would make such a game different from the traditional graphic adventures of yore, the Monkey Islands and Gabriel Knights and Full Throttles and Grim Fandangos, or even the modern-day Phoenix Wrights. Those are all brilliant games, but they are linear narratives, not fully interactive experiences. The type of game Mass Effect makes me want could still have RPG-like skills and points, but rather than just Intimidation and Charm it could have a whole range of conversation-oriented options--say, Diplomacy, Deception, and so on--with dialogue options and ramifications to match.

I know full well that voice is expensive to record, but surely such a focused game would save greatly on its development budget by needing less expense in other areas.

I mentioned this to a game designer friend earlier today, and he responded, "Well, wouldn't you want a game that has both, that has a great dialogue system and a great combat system?"

Yes! That would be rad too! However, what would be even more exciting to me would be a game that realizes it is possible to have a character- and story-driven game with intricate gameplay systems that doesn't rely on fighting and killing hundreds upon hundreds of enemies. Even if combat was reduced to a few particularly crucial encounters (you know, like in the actual films and novels by which games like Mass Effect are directly inspired), that would be enough for me.

Mass Effect isn't the only game that has made me want this. Ubisoft Montreal's Prince of Persia: Sands of Time's brilliant take on platforming could easily have sustained an entire game on its own. Irrational Games' BioShock wouldn't have been much of a game with no combat, but I'm sure some kind of gameplay could have been designed for the world of Rapture that would have resulted in fewer waves of Splicers--I think the game could have worked with just Big Daddies and additional non-combat mechanics.

I would be curious to hear from others who would be willing to try a game with Mass Effect's take on personal interaction, but little actual fighting. I'm not calling for removal of combat in games in general--most of my favorite games have plenty of combat--but games should be and are a rich, diverse medium. Surely we don't have to keep hitting the same notes.

(Upon reading this post, Nick pointed out to me the utter financial impracticality of what I propose. To that I say: fuck off. I'm not drawing up plans for my fiscal quarter here, I'm talking about what might be cool.

Plus, there has to be some way to tap into the audience of people who bought millions of adventure games in the 1990s. Most of my friends who were into adventure games back then no longer play games at all--how can we reach those people, who might not be interested in killing things virtually but are still interested in experiencing a more interactive narrative? There must be a way.)





Comments

29 Threads* | 80 Comments

  • If I know anything at all, it is this. Games will take the turn you are describing and hoping for. To some degree I think such titles will even grow to seperate themselves from the common game definition, falling under the more accurate 'interactive experience'.

    Regarding linearity, part of my thinking is that the issue is not as great as many seem to think. The option to develop non-linearity into a game will always exist (and it is soo inviting), but the product then becomes much more difficult to finesse. And is it at all necessary? I mean, we're talking about games that rely on story and character, not combat and action. We're talking about literature and film, now. The method of telling these stories in an interactive way is extremely natural.. and the crafting of such an experience is meticulous, exciting and rather new territory. CRAFTING. That's the word right there. Maybe you dont know how the experience will end, but if it's crafted as well as a good movie or book, it will blow your fucking brains out.

    If the market isnt there, it will grow to be there. I think the market IS the old adventure gamers. Intellectuals, especially. All those who seek escape in books and movies, but who look at current video game trends and turn their heads away without a second thought.


  • I found the combat to be pretty good for an RPG. It's the poor teammate AI and horrible randomly-generated-planet-exploration with the Mako that drove me nuts.

    I played on Veteran with Active AI on and my teammates actually kicked some ass. They still would walk in front of my barrel when I'm shooting...but motherfuckers online do that all the time. =\

    I actually wasn't too impressed with the conversations since they involved so many bland characters. The voice acting was good, but only really Shepherd, Anderson, and that evil Turian dude were interesting. =\


  • I hesitate to get into this, because I have things due tomorrow for class, and because I feel strongly about this and know the gaming community is pre-biased. The audience for this type of game is not the typical gamer- not the kind of person who would come to this site and read these comments.

    All you have to do is measure the violent to nonviolent content in video games to any other major form of entertainment and see that many people prefer their entertainment nonviolent and drama based. Video games haven't offered that since the 90s video games, which relied on now tired methods of gameplay. However, as Remo said, we have already perfected the gameplay methods that could be used in a nonviolent drama based video game, with mass effect being a perfect example. The problem is selling it to a publisher and marketing it in the current climate. As Remo suggested, I believe if you could get past these obstacles, there would be a market for this kind of game done well.

    I should also mention I'm in no way against violent video games. I just think there should be more than that, past "casual games," and I think that there is an untapped market for this kind of game.


  • TLDR; It would be nice to craft a game that doesn't focus on pointing and shooting as its core game play mechanic, given compelling story lines and interesting/interactive environments.

    Couldn't agree more. Not that i don't like pointing and shooting at things, but a nice objective look at the ubiquitous point and shoot scenario forced into every game, and it comes across as hilariously tragic. Especially nowadays as games are getting more cinematic...to see that mannequin-like arm unnaturally jutting out into your FOV, being the primary tool for progressing the storyline with every squeeze of the trigger, just comes across as, dare I say, mind numbing.

    It's been beaten into our heads so much, we rarely question it or find it as odd. Obviously not all games are like this, but it seems any game with a human perspective automatically requires a gun to progress the storyline. Imagine if nearly every movie you've ever watched required a gun and killing to progress the storyline in every scene of the movie. Wouldn't that be really strange?



  • As many have said, "I completely agree." It's my belief that video games are so often the victims of negative media publicity (so redundant) due to most of them centered around killing hundreds and hundreds of creatures and people. Try convincing my grandmother that Resident Evil 4 is a work of art.

    I'm actually surprised I'm still a gamer. The adventure genre was and is still my favorite due to a strong traditional narrative, puzzles, and memorable environments (I still love walking around St. George's books). Lately, many of the "adventure" games I've played are far too combat-oriented, and while I do enjoy combat in games, I don't think it needs to take center stage. I'm a Prince of Persia fan from the original game on Apple ][, and I agree with you that a PoP game with absolutely no enemies would be just as memorable as the original game and Sands of Time.

    I hope developers choose to take on this challenge. To have a fully interactive, non-linear game with little to no combat would be an absolute joy. In my ideal adventure game, the combat would take place in interactive cutscenes a la RE4. Also ideally, it wouldn't be overused, but rather just enough to get the gamer excited for a combat scene instead of annoyed at rehashing the same fight over, and over, and over...












  • I think you're really onto something. I've been wanting to play more games like this for a long time now. I think Indigo Prophecy is a great example of focusing strictly on narrative and character development and it's a shame there aren't more games like it. The way it mixed set pieces (escaping from the police in the latter part of the game) with normal conversations is really amazing. I think Quantic Dream's next game Heavy Rain is going to be something worth checking out, even though they have released basically nothing on it. Hopefully the interactive drama or comedy aren't far off.