I don’t want this post to become my defense of the ending, but I think a summary of my view of Mass Effect is necessary for the broader point, so bear with me. For many people, the original Mass Effect was an fantastic experience. For some, almost ecstatic. For me, it was a waste of $20. A steaming pile of sci-fi cliches, corny dialog, and paint-by-numbers drama in a secondary world with pretensions to a much higher ranking on the Mohs Scale of Science Fiction Hardness than its writers seemed willing or able to deliver on. To say I hated it would be going too far, but I planned on ignoring any future sequels. When I eventually did get it at a deep discount, Mass Effect 2 was a transformative event. It set what I thought was a piece of junk into a different context that made it not-junk. It made sense of the first game as the start of a story of growth and maturity. Maturity for Shepard as he (Stephen Shepard is a guy) encounters what he does, and comes to grips with the fact that there is only so much he can do as one man in a hurricane. Growth and maturity for the human race as it learns to live in the galaxy instead of just a planet. Growth and maturity for the other races as they are forced to deal with their own histories and come to terms with these ambitious and relentless hairless apes. Growth and maturity for galactic civilization as it is forced to accept the fact that they haven’t achieved nearly as much as they though they had, and that even their most advanced members were just children in the greater arc of history beyond their notice. It was a magicians show, nothing being what it seemed, and even the reveals misdirected you. Layers of meaning, with layers of the truth peeled away like onion skin. All of this made important because of the interpersonal relationships that develop across the series with your crew and the other characters you encounter. This is where good old Saint Ronnie’s quote enters the picture. Mass Effect 3 happened, and it fit well into the narrative arc I not only saw, but embraced. It turned out that the writers wanted to go where I wanted them to go. Clumsily in many places, yes, but it all broadly fit what I was looking for. However, for many people, they adamantly didn’t want to go there. They were perfectly fine where they were. They hadn’t left BioWare. BioWare had left them.
Before Mass Effect 3 was even released, I had begun thinking about whether RPGs had changed, or I had. The first electronic game I ever played was Infocom’s classic interactive fiction proto-RPG, Zork, on my father’s Digital Rainbow. We wasted reams of dot-matrix paper printing out every move we made and arguing over it as a family, plotting our next run. The same feeling of exploring some other, fantastic world carried me through RPGs, tabletop and electronic, as well as the myriad new worlds of fantasy and science fiction film and literature. For quite a long time, as far as electronic games were concerned, RPGs were the only reliable place to be for that kind of experience, the limitations of pure interactive fiction and the classical adventure game feeling much too…limiting. As other types of game changed, what role-playing games had been providing was spreading out. Thief: The Dark Project was the first game that caused me to really question my definition of RPG. I most certainly was playing a role in Garret that was far more intimate than I had ever felt playing any other game. I vividly remember catching myself moving my head to try and look around an in-game wall, as if my monitor was literally a window into another world. At that point, I felt that if the term “role-playing game” was going to have any meaning, that a game like Thief needed to be included, and my personal definition of the role-playing experience has followed along similar lines since that time, despite the fact that very few people agree with me on this.
As the comments on Rowan Kaiser’s excellent piece in anticipation of Mass Effect 3 show, whether a game is a role-playing game or not is important for lots of people, and if a game doesn’t fit their definition, many don’t want to play it. Many thought the first Mass Effect was awesome for the exact reasons I thought it worthless. As BioWare changed the Mass Effect series (and Dragon Age series, probably not coincidentally), a studio so intimately linked with the role-playing form was deliberately walking away from cherished specifics of that genre to a new kind of form, with stories and narrative arcs that don’t fit the definition. The kind of game on offer was changing fairly drastically away from the kind of game they wanted to play. While Mass Effect may be a “science fiction story” first and foremost to me, it was a “role-playing game” first and foremost to many.
Since the release of Mass Effect 3 I have read often (in many phrasings) that “this isn’t a game story,” “you can’t do that in a game,” or some such. That either because of the length of time required to experience the whole arc, some poorly articulated quality of the medium, a lack of closure, or an assertion that game stories are supposed to be simpler. These reasons are utterly bogus from my point of view, but they resonate for a large, or at least vocal, number of people. Enough to have made BioWare’s gambits with the Mass Effect series a risky enterprise. On the other hand, there has been an incredible critical reaction to the game, and there are plenty enough fans that either agree with that, or don’t believe the flaws add up to all that much in the end (unless, of course, you believe that all the favorable critical reviews indexed on Metacritic were bought, which some apparently do). At this point, if BioWare drastically retconned the current ending (or implemented the “indocrination theory”) I would be just as pissed, and would probably write off BioWare, and I would not be alone in this.
It's impossible to deny that storytelling in games has not, as a rule, included the subversion of an entire entry in a series into irony, and a bitter irony at that. The second and third installments recast the first game as a story of a naive soldier in a naive galaxy, setting up hopes and dreams for the future that can never be realized because of what lurks unseen in their midst. It's rare enough in books and films, but I can't think of another developer that has done it in a game. While they are generally filled with interesting characters, dialog, and situations, BioWare games rarely deviate greatly from bog standard of the genre they are set in. Pyrrhic victories are rare in sci-fi and fantasy film and literature, extremely rare in video games, and all-but nonexistant in RPGs where rousing triumph against impossible odds is often argued to me as the point of RPGs in the first place. The end of the Mass Effect series is nearly the dictionary definition of a pyrrhic victory: “a victory with such a devastating cost to the victor that it carries the implication that another such victory will ultimately cause defeat.” Plutarch wrote of King Pyrrhus of Epirus after his victory over Rome at Asculum: “The armies separated; and, it is said, Pyrrhus replied to one that gave him joy of his victory that one more such victory would utterly undo him. For he had lost a great part of the forces he brought with him, and almost all his particular friends and principal commanders; there were no others there to make recruits, and he found the confederates in Italy backward.” Pyrrhic victories are not fun, even when, like at the end of Mass Effect 3, they turn out to be enough to win the war. In print or in film their depictions rarely sell zillions of copies, tickets, or what have you. Similarly, lack of resolution or closure is a controversial device regardless of the medium it's in. Some people just hate it and think it should never exist. Some people enjoy games because they so rarely have to deal with it. Some people just plain wanted a conventional ending and they got that snatched away from them. They have every right to be angry, and to express their displeasure.
The question is how does the games industry reacts to the situation. It’s possible that the games industry suddenly does a hard right turn and goes back to the “good old days,” and at least some of the industry is likely to do just that. It's not likely to be universal, though. The medium is moving on, changing, and the people who make the games are changing. If there was zero critical acclaim, maybe this would be more prevalent, but I'm not the only guy out there that enjoyed it. People like me are a market too. Some have no interest in moving on, and that’s fine. Like Reagan, they are staying put, and there will be no shortage of people willing to come to them. Just as Double Fine’s mega-Kickstarter made clear that a real market for the classic adventure game form exists, there is such a market for the classic RPG form. How big that market is isn’t super clear, but the Kickstarter project page for Wasteland 2 has raised just under $1.7 million, and there are 18 days left before the project is funded. It will not likely be the last, and there are many indies that cater to the classical western RPG archetypes. GOG.com has sold a hell of a lot of copies of classic RPGs to people that may have bought them several times before (like me). These secondary avenues, outside of the “industry” model that has come to dominate, may very well come to reshape things like the vibrant independent film industry has shaken up the movie business, and ebooks and podcast audiobooks have shaken book publishing to its foundation. If that process accellerates as a result of Mass Effect 3 then, well, I'd count that as a win no matter what you thought of the end.
The question is how does the games industry reacts to the situation. It’s possible that the games industry suddenly does a hard right turn and goes back to the “good old days,” and at least some of the industry is likely to do just that. It's not likely to be universal, though. The medium is moving on, changing, and the people who make the games are changing. If there was zero critical acclaim, maybe this would be more prevalent, but I'm not the only guy out there that enjoyed it. People like me are a market too. Some have no interest in moving on, and that’s fine. Like Reagan, they are staying put, and there will be no shortage of people willing to come to them. Just as Double Fine’s mega-Kickstarter made clear that a real market for the classic adventure game form exists, there is such a market for the classic RPG form. How big that market is isn’t super clear, but the Kickstarter project page for Wasteland 2 has raised just under $1.7 million, and there are 18 days left before the project is funded. It will not likely be the last, and there are many indies that cater to the classical western RPG archetypes. GOG.com has sold a hell of a lot of copies of classic RPGs to people that may have bought them several times before (like me). These secondary avenues, outside of the “industry” model that has come to dominate, may very well come to reshape things like the vibrant independent film industry has shaken up the movie business, and ebooks and podcast audiobooks have shaken book publishing to its foundation. If that process accellerates as a result of Mass Effect 3 then, well, I'd count that as a win no matter what you thought of the end.