The Mass Effect trilogy consists
of a series of sci-fi games in which the player controls a commander named
Shepard. The main storyline is basic: a species known as the Reapers are
planning to harvest all life in the galaxy and Shepard is the one to stop them.
The real source of emotion and immersion into the game world are, as per usual
with BioWare, the game’s characters. Over a period of five years (Mass
Effect was released in 2007 and Mass Effect 3 in 2012) countless
gamers have become enamored with these games with the characters arguably being
the biggest contributing factor. With so many well-written characters,
Commander Shepard stands out. He (or she, but we’ll go with he for the sake of
continuity) is not just a character, but is also created as an avatar for the
player. It is the gamer who decides what kind of person Shepard will be. On the
other hand, Shepard is also portrayed as a real character who speaks without
the gamer telling them to. This creates tension between the way Shepard ‘is’
and the way the player wants him to be.
This is just one example of
how narrative and gameplay can collide and BioWare only emphasized these issues
by laying on the drama in Mass Effect 3,
though it’s hardly the only game with these problems. It represents how tricky
it is when deciding to make your main character an avatar or an actual
character, because attempting to combine the two (as seen above) is a
minefield. Shepard’s words and actions that the player has zero control over
can easily conflict with the way he’s been controlling him over the course of
the game. In other words, you can’t control an avatar when that avatar is
also ‘self-aware’, as in spouting lots of auto-dialogue, etc.
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Image:
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