Choose your own adventure
I’m really looking forward to picking up Mass Effect 3 on the weekend (fashionably late, I know), saving earth, getting to know crew members new and old, and generally soaking up every detail of the universe.
In anticipation (and also as a procrastination technique while I’m ostensibly studying) I’ve been thinking that in amongst all the horror and shameful antics of the Jennifer Hepler backlash fiasco*, the interesting piece of news about the multiple game ‘modes’ in ME3 went largely undiscussed. Regardless of whether you intend to play either the ‘story only’ or ‘action only’ version of ME3 (I do not), its unarguably an intriguing idea from Bioware. Personally, I feel that both the gameplay and the story of the Mass Effect series are brilliant and I wouldn’t miss a minute of either, but the concept is worth investigating, and I think its something I’d be interested to see other developers experiment with.
Remember, of course, that the fact that the option is there in no way detracts from your game experience if you choose not to take it (we’ll have no fanboy vitriol about people who only want to play the story, or intellectual sneering at those who prefer action here, thank you). Thats the best part of this approach of allowing people to choose the option – there’s no ‘dumbing down’ of the core experience to make it accessible to those who don’t like complex mechanics, nor are they ditching the quality story of the universe to appeal to a wider range of action focused gamers. Bioware is offering a choice of experience, and you get to pick the one that suits you best.
Now, these are some polarising choices, I’ll grant you, but what if other developers started thinking the same way and made the overall experience of their games available in different ways? What if I could get say, the story and character building of Final Fantasy X, without thirty interminable hours of ‘random encounters’ with the same three monsters every time I walk ten feet through the world?
Alternatively, what if I could have the story experience of Heavy Rain without losing my favourite characters to these awful one-hundred-button-combination quicktime events?
Off the top of my head, I can’t really think of any games in which I’d happily sacrifice the story elements for more of the action, but thats probably because I tend to play more RPG’s than anything else these days, and is purely a personal preference – I’m sure there are plenty of people out there who’d do the reverse.
Of course, this doesn’t need to be limited to the story or action choice that Mass Effect 3 offers. My last post about Amnesia got me thinking about the possibility of value in ‘less scary’ versions of the game, easily achieved by giving the player character a small amount of power to wield. Would it still be a worthwhile experience if before you started, you could either select to play the original version, or a game mode with slightly more monsters, but also some basic, Penumbra style combat? What if you could collect scarce, flimsy weapons by exploring, and have the ability to fight back against some of the monsters? Granted, you’re making it a totally different game by doing that, but does that make it valueless?
In this case (somewhere in Sweden, Thomas Grip has felt a disturbance in the force) you’d need to really restrict the number of weapons in the game so it retained the ‘survival horror’ feel, and probably also make it risky by forcing the player to use precious lamp oil and tinderboxes to explore the darkest areas where a weapon might be found, but I think it would be an interesting experiment.
From a pure business case point of view, Frictional might opt for this version out of a desire to make the game appeal to a wider audience (and therefore rake in cash to fund more of their awesome games) without wanting to dilute what they feel is the ‘true’ experience they set out to create. Looking at it from the player’s perspective, it would allow more people to share in an amazing experience, even if they don’t like being scared out of their wits for hours at a time.
I really only raise this to debate the issue – I’m not suggesting every game could (or should) do this, or even that its a good idea in the case of Amnesia. There are however, a number of series that over time have alienated their core fanbase by shooting for wider appeal, and I think this provides a reasonable answer to the question ‘how can we convince a wider range of people to buy our series, without pissing off the current fans?’
Given that we know units sold will (almost) always win a fight against preserving the integrity of an existing IP, I think its an option worth exploring further.
Who’s with me?
*Which I won’t dignify by linking to – as a community, we should be ashamed of ourselves. Also, ‘backlash fiasco’ is yet another great name for a band.