Tag Archives: Mass Effect: Andromeda

Opinion – Solutions for Open World Games

We’ve hit peak open world….I hope.

The open world genre is undoubtedly dominating the video game space.  From genre luminaries like Grand Theft Auto and Far Cry to lesser lights such as The Division and Watch Dogs to genre newbies like Final Fantasy and Mass Effect, developers collectively have concluded that the market wants more open world games.  There certainly is something appealing about the genre.  The ability to explore new worlds, take on a variety of challenges, and change your environment for the better are all something that open world games do very well.  Sadly, newer entries have taken their cues from the Ubisoft model which significantly degrades their long term prospects.  I’ve already written on why that model doesn’t work, so this will be on how to fix it.  We’ll start with something that should be obvious:

Every game mechanic should meet a threshold of fun

Playing games is a voluntary act.  We all pick up the controller because a game promises a good time (however we choose to define that).  We don’t play games for the prospect of large quantities of boring activities which is where most Ubisoft style games land these days.  Rather than emphasize the entertaining nature of their gameplay, many open world games promise hours of stuff to do in the hopes that the player will find something to enjoy.  Unfortunately, this approach results in shotgun blast side quests that are quick, unspecific in their aim, and often variations on the same theme.  Final Fantasy XV demonstrates this issue by having a map full of activities that rarely elevate beyond “kill this monster” or a straightforward fetch quest.  The end result is a world full of activities of which few are actually worth doing.  This is a trend we’ve seen in countless other games including Mass Effect Andromeda’s deluge of shoddy side content and Far Cry 4’s multiple variations on item collection.  Developers need to ask themselves if every major mechanic in the game (open world or not) is fun on its own.  If the action isn’t, than strip it from the game rather than rely on the myriad of other activities to pick up the slack.  Quantity doesn’t make up for quality.

Systems are your friend

One of the greatest missed opportunities in games is the chance to apply broader mechanic systems to open worlds.  Rather than try to craft each event, developers should establish worldwide systems that create gameplay opportunities.   Saint’s Row 2 provides a simple example of something that could be incredibly complex.  When the player takes territory in SR2, the player’s gang replaces the opposing gang thereby turning a once hostile territory into a friendlier place.  When the player goes on missions, the gang will support them in the territories under the player’s control.  This system isn’t particularly deep, but it creates a more strategic element to the game where the player could take certain territories before missions to ensure they had back up during the big fights.  Open world games are perfect for this kind of worldwide system where the player can have an important impact on the look and gameplay of the open world.  Rather than making maps a collection of static icons, developers ought to code dynamic systems that create gameplay by themselves and through their interaction with other systems.

Please stop forgetting about the story

Given the considerable energy that goes into creating enormous environments, players ought not be surprised at the sacrifices developers make in other aspects of the game.  Story often suffers as the developers must devote limited resources to creating a story wholly within the open world environment.  Whereas other style games can move character’s through new cities, different continents, and even other planets, many open world games must focus on a single place.  The evolution of the Saint’s Row series shows how this works in practice.  While the early games focused on small time street thugs trying to carve out territory in a major city, SR3 & 4 envisioned the eponymous Saints with global aspirations.  Given the limited nature of open world environments, the stories of SR3&4 had to both justify a) why the Saints had to take over yet another city and b) why everything important seemed to happen within the confines of that city.  The end result was a hackneyed plot about space aliens destroying Earth who then put the Saints in a city simulation for, you know, reasons.  I’ve focused on the environment, but characters, narrative arc, and every other aspect of the narrative declines as soon as the developer utters the words “open world”.  By refocusing on making great stories, developers could create an interesting new direction for the genre.

If the open world fad is anything like its predecessors, we can expect it to fade as it collapses under the weight of over indulgence and its lack of innovation.  If open world games decline to the point of just a few tent poles, then developers will have missed out on an opportunity to do some incredibly interesting things with the genre.  These games should not have a future if they continue to mirror the Ubisoft industrial mold, but could create a whole new generation of fans if they’re willing to try something new.

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Opinion – The problems of Mass Effect: Andromeda

I didn’t finish this game and, god willing, I’ll never have to.

Don’t buy Mass Effect: Andromeda.  If you loved the earlier entries in the series, really don’t buy Mass Effect: Andromeda.  ME:A is a dizzying collection of technical problems, terrible writing, mystifying design choices, and concentrated disappointment.  As an enormous fan of the ME series, I can honestly say that ME:A manages to, not just fail as a Mass Effect game, but also as a use of anyone’s time.

But don’t blame animations.  Yes, the wooden facial immobility and odd lip protrusions are jarring, but I ultimately got used to them.  They are merely the appetizer to a buffet line of minor technical problems that constantly overwhelm the player’s immersion.  We’ve got texture pop in, idiotic AI, teleporting team members (also with idiotic AI), conflicting dialogue that sounds at the same time, NPCs just randomly walking in place, interactions that have to be accessed at specific angles, and I’ve even heard of bugs that lock the player into dialogue.  I could look past any one of these problems, but the sheer number of them ensure that I’m dealing with at least one at any given moment.  It’s hard to lose yourself in a world when the game goes out of its way to remind you that it’s fake.  Hold on to your butts folks, because that’s the least of Andromeda’s problems.

Andromeda’s design is an undiscipled mess.  The founding template is Dragon Age: Inquisition.  The player follows a broader narrative through a series of smaller, open world levels choc full of characters to meet, enemies to kill, and side quests to explore.  Beyond the functional combat, Andromeda fails at all of these.  Let’s make a list of the horror.

  • Side quests – There are hundreds of these little guys and they’re mostly ripped from the blandest MMO handbook you can find. Kill 15 enemies, find X object, go on a wild goose chase, etc.  It’s all mindless busy work that feels like mindless busy work.  Every quest is a transparent sheath between the player and resource acquisition.  If there are meaningful side quests, they’re hidden by the shear amount of crap.
  • Side quests 2 – The side quests are so miserable that they deserve a second entry. In addition to having no real purpose, they also waste time.  Side quests inevitably separate objectives for no discernable reason.  The unnecessary traveling only adds to the feeling of pointlessness that pervades the entire game.
  • NPCs – The ME series historically seeded its world with interesting characters whose paths briefly crosses the player’s. Andromeda instead reserves its meager character development for the main team and a few major characters while everyone else is a quest dispensary.  What’s the point of talking to people if they’re just going to tell you to mine ore?
  • Unskippable cutscenes – We solved this one in the Playstation 2 era yet ME:A leaves no flaw behind. Whenever the player’s ship takes off, lands, or moves, you have to watch it.  Oh, and elevators are back.  ME1 was roundly criticized for using elevator scenes as a cover for loading screens and now Andromeda shoved them right back in.  Good job!
  • No quick save – Yup. You read that right.  Every PC game on the planet has quick saves but ME:A doesn’t.  It’ll even block the player from saving during main missions.  “But the checkpoints!” you cry, “surely they make up for it?”  Don’t worry, dear reader, developer Bioware is so committed to mediocrity that even the checkpoints are poorly placed.
  • Scanning – Here’s another mechanic that was decried in earlier entries and reintroduced here. Not only does the player scan planets for small outlays of resources, but now they scan parts of the open world.  Scanning is incredibly dull and only serves to ensure OCD gamers will see the world purely through a grainy, orange haze.
  • Research and development – Why add scanning? So you can get research points! Researching blueprints allows the player to then expend resources on developing weapons.  This might have been fun, but Bioware flooded the research queue with tons of indistinguishable items.  The queue has piles of dreck with no clear marker for is actually worth pursuing.  As an added bonus, the fun new weapon you just developed must be equipped at the opposite end of your ship.  Enjoy the jog.
  • UI – The Mass Effect games have always had poor user interfaces, but Andromeda makes it look like that was the goal. The menus are the Windows Explorer with a blue tinge and everything buried folders deep.  Even comparing gear requires an awkward, one way cycling through all of the player’s weapons.  Come on guys, Diablo 2 figured this out in the 90s.
  • Limited character design – Character design options are shockingly limited and of poor quality. What’s worse is that this could have been copy-pasted from Dragon Age: Inquisition.  Seriously, just go talk to the people down the hall.  There’s no need to reinvent a crappier version.

So that was a needlessly long list, but even terrible game design doesn’t win the “Biggest problem in ME:A crown.”  That honor goes to every component of the amateurish narrative.  From the writing, to the plot, to the voice acting, every aspect of Andromeda’s narrative begs for an experience editor with a lot of free time.  The first steps on the game’s hub, the Nexus, neatly sums up the flaws.  In this scene, the main hero Ryder talks with the leaders of the Nexus about the apparent failure of their mission and the steps ahead.  This ought to have been a moment to establish important characters and frame future challenges.  Instead, it almost made me quite the game.

The first jarring moment is the exposition dump right out of the gate.  Militia leader Kendros meets the player and throws down a history lesson as they walk through the halls.  The moment had all the subtly of a jackhammer.  Still, the scene didn’t really offend until Director Tann and Superintendent Kesh spoke.  They combined Andromeda’s penchant for including every accent in the world with a strangely detached delivery.  In particular, Kesh felt like the voice actor delivered her lines next to me while I watched the character model’s mouth moving on the screening.  It wasn’t convincing.  It didn’t help that the lines were poorly written.  Every word was stilted and without emotion.  The dialogue conveyed naked functionality.  These weren’t characters exasperated by their ordeal or excited about the arrival of a new hope; they were NPCs who needed to relay specific information.

The information they conveyed was the broad outline of the early plot.  The first problem with the plot was that Kendros, Tann, Kesh, and the human Addison delivered it.  The four major races of the ME universe were front and center.  The plot too often draws from the old ME game and doesn’t take advantage of the new situation.  The writers keep shouting “Look!  Mass Effect lore!  Isn’t that cool?!” rather than develop anything new.  That’s probably for the best because the writers had no idea what they were doing. The Nexus leaders immediately identify the main character as the solution to their plight.  Small problem: there’s no reason to believe the main character can help.  The main character received their role after the death of their father and has zero experience exploring planets, much less resolving all the problems now sitting on their shoulders.  This is how Andromeda sets up its plot.  It creates a scenario and quickly contrives a reason for the main character to fix it.  It’s the chosen one shtick we’ve seen since the 80s.

The disaster of that is Mass Effect: Andromeda is truly heartbreaking.  This storied franchise deserved better than a shoddy, visonless mess.  Perhaps even more troubling is that there isn’t a way to fix this.  Bioware will probably sort out the bugs, but they can’t solve the miserable design or terrible narrative.  To fix Mass Effect: Andromeda is to create an entirely new game.  As much as I hate to say this: don’t buy Mass Effect: Andromeda.  It’s just a pale reflection of a once great series.

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