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(This article contains spoilers for Mass Effect and Mass Effect 2.)
The "game of the year" lists are out. People have argued the merits of the nominees and have chosen the winners. In many cases, Mass Effect 2 tops these lists. As a continuation of its well-received predecessor, Mass Effect 2 carries a very special attribute that few developers have attempted on such a scale: the realization of a virtual world.
With Mass Effect and its sequel, BioWare has created a universe filled with countless planets and solar systems that contain various races and histories. At the center of it all is possibly the most influential figure in the universe, Commander Shepard. And this is who BioWare decided to let us play as. The key thing to realize is that Shepard is only making history when you’re holding the controller. This introduces a very engaging feature to the player: choice.
One can argue that decisions exist in all games, but Mass Effect utilizes choice globally; it allows the world to adapt to your decisions. As it turns out, killing off an entire warlike race through a decision that amounts to genocide really pisses them off. In Mass Effect, your dealings with the Rachni confront this dilemma directly, and it affects the experiences that follow. Mass Effect 2 contains a similar choice with regard to the fate of the Krogan.
Choices also affect the game on the smaller scale. At the end of Mass Effect 2, you make significant decisions that ultimately determine who lives and who dies. I lost three loyal squad members on the final mission. It wasn't because I didn’t like them (well, actually, I couldn't care less if Jack’s rotting corpse lays in that elevator forever). I simply made the wrong choices. Sure, you can go search for a gigantic flow chart that illustrates which choices will keep everyone alive. But what's the point? I'm much more interested in what made these choices incorrect.
It’s something I’ve been trying to come up with ever since I lost three…errr…two of my most trusted comrades in the midst of my suicide mission. For many, multiple playthroughs that follow specific guidelines can "right" any "wrong" decisions. If you look at the game's Achievement list, BioWare even rewards such behavior.
This could merely be a way to add replay value to a game without multiplayer, but the point remains: Why should I feel compelled to finish this chapter in an ideal way? I mean, it almost plays better if the whole thing is actually tragic. It feels like that's what the game was building up to it. All of the characters talk about giving their lives for the cause, and yet it seems like most people want to get the same ending as everyone else. Doesn’t that effectively take my 50-hour time investment and throw it to the Vorcha?
These are tough questions, and I honesty can’t answer them. But it baffles me that the people who say they want nonlinear games are the same people who always try to get the most "perfect" or most "complete" ending.
I would at least like people to consider what they actually want out of a game. If you truly desire a malleable experience, then I'd encourage you to stick with your decisions. Play Mass Effect 3, and save Earth without your fallen friends. And if your Shepard died, well, then that just sucks.
You're free to do as you like, of course. But I think BioWare designed Mass Effect so that everyone would have a unique experience. When you're waiting in line at midnight for the third installment, which will be the more interesting conversation to have with the guy behind you: how your games were different or how they were exactly the same?
I played through Mass Effect 2 a second time, but it was only because I think the game is that good. I kept my original save and intend to move forward with that. Modern games can tell interesting stories, and unlike other media, you can affect the outcome. If you're playing a game developed with that ethos in mind, try to complete your own story arc. I know I’m going to. Here's hoping the salvation of Earth doesn’t hinge upon the presence of a singing Salarian scientist!