Saturday, April 7, 2012
First thoughts on “EMS” (“Effective Military Strength”) in Mass Effect 3
Such tedium to describe the bizarre system of Galactic Readiness. It comes down to BioWare breaking the apparent boundaries of the gamespace (also known as Huizinga’s Magic Circle and as the possibility space), papering that rupture over with the veneer of a galactic war, and laughing all the way to the bank as players purchase gear for their multiplayer characters on the plan of Wizards of the Coast’s brilliant Magic: The Gathering model, where the player (or rather, consumer, or perhaps player-consumer, in this case) gets the wonderful little frisson so well known to anyone who’s entered a casino, of pulling the slot-machine lever to see if this time s/he’s got a piece of gear worth having.
If you play enough multiplayer, in your single-player story you do not suffer a crippling weakening of your Effective Military Strength, and narrative possibilities are. . . different. I say “different” where most players would undoubtedly say “worse”: people (characters) die, when you don’t play multiplayer. More, your BIG CHOICES are fewer. I had two of the three possible, and when I had made my choice the final cinematic indicated pretty clearly that my failure to play multiplayer had cost Liara, my consort, her life.
You can point to other examples of important choices in other games, but I defy you to produce anything that truly compares, above all when it occurs at the end of 120 hours of practomime.
It’s also in my view consonant with the thematics of the narrative ruleset of Mass Effect in an absolutely extraordinary way. I’ll explore this further as time goes by and my thoughts unfold, but it’s difficult to escape the impression that BioWare is here in the role of the Reapers, especially if we subscribe to Indoctrination Theory: we can’t tell whether our choices mean anything, we consumer husks.
consummātum, et nōn consummātum, est (Mass Effect)
The ending is in my opinion of mixed quality, and my guess is that it's the quality problems that have driven much of the player-protest. The true difficulty is in my opinion that so much of Mass Effect is so good, so far beyond anything we've played before, that the bits that are run-of-the-mill RPG fare and run-of-the-mill sci-fi fare really hurt.
Ending this thing in a way that lives up to the heights to which Mass Effect has soared, especially on the very first try and in the development situation in which the Mass Effect 3 team must have found themselves, was almost certainly an impossible task. Thank goodness they're getting another shot. There are things they won't be able to fix, of course, like the sheer number of times you're told that "This is it," which eventually made me feel like some terrible Reaper-writer was shooting a red ray of exposition into my skull. But I can certainly see how some new cinematics would make a big difference.
The quality issue is obscuring, however, more interesting problems of choice and irrevocability. To those I shall return.
Wednesday, February 23, 2011
The BioWare style: index

This is an index to my "BioWare's epic style" posts. The chapter is in revision now, and looks likely to make it into the final volume, yay. It turned out quite different in some ways from what I envisioned. I'll post links when the volume is published, in case anyone wants to put his/her cash on the barrelhead.
Thursday, January 13, 2011
The BioWare style: manifest identification (sketch 6)

But although I still want to close the chapter I’ve been sketching towards with some version of that argument, it’s become clear as I’ve proceeded to exceed the word limit for the chapter, with no end in sight, really, of what I’d like to say not just about BioWare RPG’s but also about Bethesda, Square Enix, Lionhead, and Atlus RPG’s, just to name a few, that there’s a project here that my training would ordinarily make me think of as a book: specifically the type of book called a monograph, which is basically a scholarly article that got too long for its own good. The problem is that nobody publishes monographs any more, because, generally, monographs just aren’t profitable, because they’re useful only to other researchers on the topic, and then only for perhaps a single footnote, if that. Add to that the problem that nobody publishes me (well, not nobody, but the market for this stuff would only be described as “limited” by a very generous observer) and you’ve got an occasion for me to kick over the traces and say “Here (yes, here, on my blog) is where I stand.”
That is, I think I’m going to try to write the book here, by drafting the kinds of sketches I’ve been drafting, then refining them gradually into a more organized and articulated structure. The experiment of drafting a chapter intended for publication here on the blog has encouraged me to think that other bits of this new sort of blogograph might find their way through the peer-review process and become “real” scholarship. That’s not to say that I think the chapter I’m sketching here will get accepted; rather, it’s to say that I feel reasonably confident that the process of blogging these sketches has led me to a chapter that I feel comfortable submitting to a traditional peer-review. Readers of Living Epic won’t see the back-end scholarly stuff unless the chapter gets accepted and published, but it’s very easy to do that back-end stuff by pounding on the blog posts in a series of Google Docs for a few days, with an added dash of Zotero goodness.
Enough front-matter. My focus in this post shifts from KOTOR to a broader comparative view of KOTOR, Dragon Age: Origins (DAO), and Mass Effect, as a way of beginning to discuss both the essential shared elements of re-composition in the three games and the differences that reveal the way the style has manifested itself not as a single set of ludics but across several different ludic systems. I begin with a consideration of the difference between Mass Effect’s version of the slider and KOTOR’s, then use that discussion to open a three-way comparison of analogous moments in the three games.
I’ll be arguing that modularity plus sliders equals a particular kind of meaningful identification. I plan to demonstrate that the re-compositional thematic ludics of the BioWare style allow players of BioWare RPG’s to form a specific kind of identification with their player-characters: an identification that enacts a subjectivity manifestly negotiated between the game’s thematic system and the choices the player makes within that system. The player of a BioWare RPG relates to his or her PC through the enactment of modular themes and the manipulation of sliders, with the result that his or her performance enacts a visibly unique claim to selfhood.
Through the manifestation of that negotiation, the player gains the special impression of individuality and of fullness that distinguishes the BioWare style. Whereas the homeric bards and their analogues in Yugoslavia performed their thematic recompositions in relation to a public occasion and a public role, the player of the BioWare RPG performs him or herself to him or herself, gaining a self-identity that we may describe theoretically in the terms I use above, of a subjectivity of manifest negotiation. I’ll try to show that manipulating the modular themes of the game in relation to the game’ sliders peforms the player’s subjectivity as not only capable of saving a world worth saving, but also as capable of making that salvation meaningful outside the game.
The Renegade/Paragon slider in Mass Effect can serve, in comparison to the light/dark slider in KOTOR and the party-character sliders in DAO, as the emblem of this meaningful identification: the negotiation of dialogue choices involved in performing a particular version of that slider produces a manifestation in the “Squad” screen of what kind of human the player’s Shepard is. Because the cultural topic of the game is the status of the human race vis-a-vis the other races of the galaxy, what the player sees on the squad screen is a visual index of a numerically determined relationship between his or her performance and the meaning of that performance with respect to the cultural topic. That is, the player’s identification with Shepard--the way he or she is performing Shepard as an extension of him or herself--is visible as a negotiation on that squad screen, a screen the player must visit every level if he or she is to continue playing the game.
KOTOR and DAO share the essence of this ludic performance of manifest identification. When we compare this effect to the light/dark slider in KOTOR, we see the essential similarity of the two systems; although the DAO system differs in that the sliders are not centrally located, it is similarly essential to continuing the game that the player visit the party-characters’ individual screens with great frequency (at least those of party-characters the player has chosen to adventure with), and each party-character’s approval/disapproval slider is displayed prominently on that screen. Just as in Mass Effect, the player sees a visual representation of a quantitative index of the relationship of his or her performance as the player-character to the in-progress cultural meaning of that performance of the game.
My plan for the next sketch of what I’m now thinking of as a never-to-be-published book not to be titled The Epic Styles of Major Developers of the Digital RPG: Realizing the Ancient Potential of Traditional Oral Epic in a New Age of Performative Technology is to push further in my argument about this special, manifest kind of identification in the three BioWare games under discussion with reference on the one hand to traditional oral epic performance and on the other to the “modularity plus sliders” system of the games.
Concerning comments: I'd be incredibly grateful for any corrections and/or refinements you'd care to suggest about this chapter-in-the-making--Google Buzz is my preferred discussion-place now, so comments are turned off here. You’re most welcome to follow me on Buzz, here; you’ll find this post there, too, with any luck, and I hope to discuss it with you there!
Monday, December 13, 2010
The Bioware style: meaning-effects in performative systems (sketch 4)

As promised, in this post I’m going to try to pull together the modularity of theme I talked about in my last post with the role of the sliders I discussed in the post previous to that one. In putting those things together, I’m also hoping to deliver on a commitment I made in the first post in this series, to describe the performative nature of the crucial moment of KOTOR in terms of this complex system of recomposition. I committed at the same time also to describe the way the essential peformativity both of that moment and of the ludic system that creates it renders its effect on its audience (both player and observer) in an inescapable relation to the ludic choices of the performance.
That performative moment, I want to suggest both makes a vital part of the game’s system of recomposition and emblematizes that system more strikingly than any other moment. From there, I hope to continue in the next post in the series to the task of isolating key moments in the three games under discussion and describing them in the same terms. While I do that, I want at the same time to point out the uniqueness of these terms to the Bioware style, and hopefully even point the way towards analogous descriptions of the Bethesda, Square Enix, Atlus, and Lionhead styles.
The final meaning effect of a player performance in the three Bioware RPGs I’m discussing--that is, what the player, or an observer of the player’s performance, takes away as a description of what that performance “was about”--is comparable to the final meaning effect of a tale as recomposed by a bard. From performance to performance, though the materials remain the same, the meaning will differ, within a range that is simultaneously bounded--because of the determinate nature of the game’s ludics on the one hand and the poetic system’s constraints on the other--and infinite, because of the unending potential for variation within those constraints.
When a player of KOTOR finds his or her player-character (PC) in the climactic scene in which the PC’s past as the leader of the Sith is revealed, what the choice he or she will make at that point will mean is determined by the entire range of other choices he or she has made within the ludic system to that point; that meaning will be modified also by choices made subsequently. The player creates the meaning of a particular performance of KOTOR, that is, in the relationship among all the choices made in the course of that performance: the big choice between Light side and Dark side has no determinate meaning in and of itself; rather, it exists only as a choice that the player, and whatever audience receives the player’s performance, must integrate into the rest of that performance.
So much is true, mutatis mutandis, of every practomime, whether a game or a story: the way the player rotates and strafes a single, crucial block in Tetris has a meaning only in relation to all the other rotations he or she has made, and will make; the disappearance of Captain Ahab into the whirlpool with Moby Dick has a meaning only in relation to “Call me Ishmael.”
Composition by theme, though--the element that binds together the digital RPG and oral epic--determines that this integration of choices presents peculiar performance affordances in practomimes that allow that kind of composition. That is, the digital RPG and the oral epic have a special analogy, among the whole range of games and stories, because they allow composition by theme, and because they allow composition by theme, saying that a crucial choice in an RPG or an epic performance has meaning in relation to another choice has a special interpretative value.
A player’s choice in KOTOR of whether to side finally with the Jedi or the Sith is in this way like a bard’s choice to have Achilles refuse an embassy from Agamemnon. Because the themes exist in the ludic system, in relation to other themes in the system, performance-possibilities arise that could only arise in such a system. A bard’s performance of a book of the Iliad or the Odyssey, or even of the entirety of one of those epics (like, for example, the versions we have in the text that has come down to us), takes its meaning from the way the bard recomposed the materials available to him in the thematic system of poetics in which he was skilled. A player’s performance in KOTOR takes its meaning from the way the player recomposes the materials available to him--the modular content and the Light/Dark slider--in the thematic system of ludics in which he or she has become skilled.
The prominence of that system is the element that makes composition by theme possible both in homeric epic and in the digital RPG:
Achilles’ refusal of the embassy in the ninth book of the Iliad famously gains its meaning as a refusal to return to battle, and to the themes of traditional Iliadic oral epic. The choice of the bard, that is, is the choice of Achilles, and vice versa. Refinements to the theme of the embassy--the addition of Odysseus, for example--reshape the meaning in the same way, by establishing a new relationship between choices.
The player’s choice of Jedi or Sith in KOTOR creates a meaning-effect in relation to a huge number of other choices in the game, most of them registered on the Light/Dark slider, but perhaps above all in relation to choices made with respect to the player’s party-members. What kind of being is the player’s PC? What kind of story is the player telling about that PC, or about the player him or herself? These questions cannot, after a long series of choices and their effect on the performance--indeed, an effect rendered visually on the slider--be answered in a performative vacuum. “Cannot,” indeed, in a sense of strict impossibility: even if the player should decide to make the choice in relation to nothing but, say, the flip of a coin, that choice--beyond any effect on the virtuosity or interest of the performance--would still affect what happens next in the performance. The choice can be made only within the entire system of the game, which, as I’ll discuss in the next post, is in the end a microcosm of the performative system of the Star Wars saga itself.
Tuesday, November 30, 2010
The Bioware style: theme and modularity (sketch 3)

The last post was about the light/dark slider in KOTOR, and before I proceed to talk (kind of) about cutscenes, as promised, I want to note that in the final version of this chapter I’ll pay much more attention to the Mass Effect and DragonAge sliders, which present very welcome complications to KOTOR’s slider. I’ll be sketching that part of the chapter in a few weeks, once I’ve had a chance to refresh my memory of those games.
My plan for this post had been to talk about the cutscenes in KOTOR, and to relate them to the cutscenes in Mass Effect and DragonAge, since unlike the sliders the composition of the cutscenes is quite similar among the three titles, and also quite distinct from other RPG-styles’ compositional dynamics.
As I moved along in my two research-playthroughs of KOTOR though, in which I’m playing both a light-side PC and a dark-side one, trying to keep them in parallel while still exploring as many of the different performance possibilities as I can, I realized that while it’s certainly possible to slice off the cutscenes and talk about them as an example of the way the Bioware style represents an occasion for a particular kind of composition by theme, the thematic nature of the cutscenes in these games is actually tied into the more embracing modularity of the games as wholes. When a set of dialogue choices in KOTOR leads to a cutscene in which an NPC does something that’s partly immutable and partly a result of the choices made by the player, the cutscene is functioning as an integral part of the much broader modular design of the game. For example when the PC chooses a dark-side option like telling an alien that he’s inferior to a group of mean human boys who are taunting him, and the party-member Carth Onasi, a decidedly light-side figure, demurs in a vignette of cutscene dialogue, the player has invoked that cutscene as an aspect of a system of modularity that along with the integral nature of the sliders discussed in my last post could be said to be the most fundamental thematic tools of the Bioware style.
On the other hand, modular cutscenes that run at specific times--the simplest example may be the dreams the PC of KOTOR has after pre-set events like saving Bastila after the swoop race--are simply formulaic, and take their place in the overall composition without need of comment except to point out their formulaic nature.
We’re now getting into topics that can prove out, at a technical level, the theoretical value of the comparison between player-performance in the digital RPG and bard-performance in traditional oral poetry. It’s worth quoting Albert Lord in his famous and foundational article “Composition by Theme in Homer and Southslavic Epos” to demonstrate just how precise this comparison can be:
The theme can be defined as a recurrent element of narration or description in traditional oral poetry. It is not restricted, as is the formula, by metrical considerations; hence, it should not be limited to exact word-for-word repetition. . . . Regular use, or repetition, is as much a part of the definition of the theme as it is of the definition of the formula, but the repetition need not be exact. Strictly speaking, we cannot call an action or situation or description in the poetry a theme unless we can find it used at least twice.Substitute “the digital RPG” for “traditional oral poetry,” and the comparison begins to come into focus; think of the formula as the ludics of the game--unchangeable things like the act of choosing party members and the dialogue choices that are identical between performances--and “metrical considerations” as the coding of the game, and the precision and power of the comparison start to show themselves.
When you realize that the nature of the digital RPG means that its themes are repeated a potentially infinite number of times, the power of the contrast that corresponds to the comparison and actually gives the comparison its bite also starts to reveal itself: while Parry and Lord and those who have come after them have worked on fossilized texts, the digital RPG (along with other, related kinds of games) presents an opportunity for living study of this kind of creative practice--an opportunity that Parry and Lord had only through talking to the Southslavic bards, an opportunity we can have only in faint echo in those precious passages of Homer in which the bards sing about what it means to be a bard. The digital RPG reifies what in traditional oral poetry can’t be reified--the training of the bards in the formulas out of which themes, and epics, were built.
I plan to argue that the Bioware version of the system of formulaic recomposition affords the player of KOTOR, Mass Effect, or DragonAge a particular kind of range of possibilities for thematic composition. A key element of that particularity lies in the role of the sliders discussed in my last sketch; an equally important element lies in the modularity of recurrent elements like dialogue cutscenes, battles, forced entrances into installations and caverns, and even visits to planets or towns--both generally (the party comes to a new town and has to go to the tavern/cantina to hear the rumors) and particularly (the party goes to the planet Manaan in KOTOR).
The themes of homeric epic are elements like assemblies of lords, sacrifices, and single-combats. As Lord details exhaustively in The Singer of Tales, young singers learned the formulas first, and then the themes, just as new players of Bioware RPG’s learn, say, the user-interface and then the basic elements of a quest like DragonAge’s Orzammar section, before learning to shape their performances according to their creative inclinations.
In both cases, the virtuosity and pleasure of the performance, for player and audience alike, come from the application of personal creativity to the thematic materials provided by the performance-system. So much is true of a wide variety of digital RPG’s, and of games of certain other genres as well. But the Bioware games under consideration are distinctive in deploying a high degree of modularity in at least three easily-definable areas: imaginary-spatially-differentiated plot incident, party-character choice, and dialogue-choice. All three of these games, that is, feature well-defined choices between places to visit, party members to take on such visits, and what to say to the NPCs met there. Any player of these games knows what I mean by “well-defined”: above all, each of these games features a decision-defining map screen of one kind or another, in which the player chooses the next destination; each features a party-selection screen, and each features a kind of dialogue in which each utterance-selection screen functions as a separate cutscene.
To put it comprehensively if simply, the player of these Bioware RPGs enacts his or her performance by fitting together, in the ludics of the game, places, characters, and dialogue according to the heroic identification figured by the game’s sliders. The player does this composition with reference to their often unconscious knowledge of and growing virtuosity in the systems of ludics that define the games. In choosing with whom to adventure, where to adventure, and what to say, the player of a Bioware RPG re-composes not just the narrative but also the part of him or herself embodied in the player-character, until in the end, at such moments as the choice between the legacy of Revan and the freedom of a new self (KOTOR), whether to protect the council (Mass Effect), and whether to put Alistair on the throne (DragonAge), the player is able to demonstrate his or her mastery not just of the ludic system of the game, but of an entire imaginary galaxy--or magic realm.
Despite the superficial similarity to games like Bethesda’s Oblivion (just to choose a single example among a great many), in which saving the world and rising to the top of the world order figure just as prominently as they do in these three Bioware games, the Bioware games, because of their sliders and their modularity, put the emphasis on the player’s knowledge of the system, and the player’s clearly-defined ludic choices. The successful player of Oblivion has done (albeit vicariously) the deeds that lead to saving Cyrodiil, has found the items his or her character needed to find, has fought the necessary battles, but he or she has not had a hand in manifestly manipulating the themes and putting them together, as has the successful player of the three Bioware games under discussion. Bethesda games, to choose the most obvious examples, don’t feature decision-defining maps or party-selection screens.
There’s more to be said, obviously, about the relationship between heroic sliders, modular performance, and the overarching narratives of the games (which are in fact describable themselves as themes, since the “reach the final battle and save the galaxy/kingdom from the mindless forces of evil” theme structures all three games). In the next sketch, I plan to try to put them all together; after that, I imagine that I’ll be able to use subsequent sketches to gather evidence to support and to tweak my argument.
Monday, November 8, 2010
The Bioware style (sketch 1)

What you’ll see here, if you decide to read this post, and whatever others I manage to produce, is a series of probes in the direction of a methodology of game-criticism based on a fuller appreciation of games’ analogy to oral formulaic epic, and to homeric epic in particular, than I think game-critics have yet deployed. Here’s the abstract I submitted, for starters; I need to state clearly that the final version of the chapter--the one I’m working towards with these sketches--hasn’t been accepted for publication yet, though based on the abstract the book’s editors requested a final version.
Bioware’s epic style: oral formulaic theory and the recompositional process in three Bioware RPGs
Several writers, beginning with Janet Murray in Hamlet on the Holodeck, have observed the analogy between certain forms of digital game--most notably the RPG--and the oral improvisatory process that gave the world the Iliad, the Odyssey, and countless other works of the Western literary tradition. Briefly, the player of an RPG engages in practices that are highly and interestingly analogous to the practices of the homeric bards, as studied through the comparative materials collected from South Slavic bards and analyzed originally by Milman Parry and Albert Lord. The RPG-player uses the elements given him or her by the game, just as the bards utilized the tradition in which they had been trained; the RPG-player recombines and innovates upon these elements to produce a performance that is irreducibly unique in the occasion as the bard did the same to produce his epic performance. Indeed, as the homeric bard’s performances were later codified eventually to become the fossils we know as the Iliad and the Odyssey, and the singers of tales of other traditions’ into works like Beowulf and The Song of Roland, RPG-players’ performances are these days sometimes codified in video form and shared around games’ communities.
This chapter seeks to contribute to our understanding of the operation and cultural significance of the digital RPG by analyzing key moments in three RPGs by Bioware, Star Wars: Knights of the Old Republic, Mass Effect, and DragonAge: Origins as instances of the same thematic recompositional process delineated by Lord and deployed as a methodology of “composition by theme” by scholars like Laura Slatkin. I demonstrate that a developed “Bioware epic style” may be identified in the way Bioware RPGs use a complex imbrication of dialogue trees, highly modular cutscenes, and party selection choices to allow players the opportunity to compose by theme themselves, creating performances that necessarily stand in relationship to other performances of the same game both by themselves and by others, just as thematic composition in the homeric epics--and in the Odyssey in particular--derives its most important effects from the interactions--indeed the interactivity--of the current performance with the possibility of other, different performances.
I demonstrate that in these three Bioware RPGs players’ choices of character origin, of dialogue, and of party selection, as well as of conduct towards party members, we see the mechanics of the Bioware RPG develop in each game as a way of shaping interactivity with the cultural materials given in the game. I also consider as contrast two other studio RPG styles, the Bethesda style and the Square Enix style, to illuminate the particular operation of the Bioware style. The chapter’s greatest contribution is thus likely to be in the comparisons and contrasts of three different games with one another and with other styles of RPG as outgrowths of a new practice of the oral epic tradition.
So my first notion of what my argument in the chapter will be is very much along the lines of a wonderful--though, I think interestingly flawed--paper by the brilliant classical scholar Laura Slatkin, called “Composition by theme and the metis of the Odyssey” (partly available here on Google books). I’ve taught Slatkin’s essay many times now in various courses on homeric epic, and it never fails to generate productive discussion about the exact extent to which we can say that an oral epic is about something or means something.
Strangely (note my irony), it’s a discussion that’s very highly analogous to discussions I have almost every day on Twitter, Facebook, and Buzz about the possibilities for meaning or “aboutness” in narrative video games. I’ve long ago dispensed, for my own purposes, with the notion that we can talk about games having “authors” in any meaningful sense. But the question of what effect that absence of authorship has on what I prefer to call “meaning-effect” is one with which even homeric scholarship, whose modern incarnation is of course older than video games themselves, and whose roots go back much, much further, continues to have great difficulty in dealing. Game scholarship has made advances in this direction--Janet Murray’s Hamlet on the Holodeck holds its value very well in this regard--but there is much more to be done, and I’m hoping that my Bioware chapter will help do it.
At any rate, I think formulating this argument will take my own project in a direction it should definitely now go--the nuts-and-bolts critical discussion of what the fundamental comparison on which this blog is founded can actually tell us both about homeric epic and about games, and in particular about story-based video games. Slatkin’s argument is more or less that whoever put the Odyssey together did so 1) with a full understanding of the implications of the multiformity of the oral formulaic themes out of which he was making the thing we now know as the Odyssey, and 2) overtly to place himself (or, if you’d rather, the Odyssey’s narrator) in sympathy, and in friendly rivalry, with his hero Odysseus, in the aspect of metis (cunning). To make a corresponding argument about a game or a set of games would involve actually considering what the narrative materials of RPG’s are, and how they fit together--something that the critic of a novel or a film doesn’t do, something unique to oral epic and games.
My plan is to argue that in three crucial moments of the Bioware RPG’s I mention in the abstract, the player’s performances achieve their meaning-effects in a way describable in the same terms Slatkin uses of the composer of the Odyssey, a way particular to the Bioware style. I want to say that even on the first playthrough--and with increasing complexity as firsthand playthroughs and secondhand knowledge of others’ playthroughs accumulate--the player of a Bioware RPG must make meaning out of his or her performance not only through the performative choices s/he does make but also through those s/he doesn’t, not in the general sense true of all RPG’s but in the specific sense of a confrontation with the games’ potential performances, forced upon the player by the way these specific games deploy their thematic material.
I haven’t decided on the three key moments yet--and of I’ll course support my conclusions about them with many references to other moments in the games--but one of them is likely to be the moment in KOTOR at which the player chooses the way his or her performance will end. (I’m going to put it that way in this sketch because I want to keep it spoiler-free).
Just to end this first sketch with something concrete, I plan to argue that KOTOR configures the player’s performance in such a way that the choice between Light and Dark is a confrontation with the meaningful implications of the player’s performance to that point in the game, and so also with the potential meanings of the performative choices with which the game now confronts the player in the form of specific dialogue-options. As the player’s performance continues from that point, his or her composition by theme--that is, the theme s/he chose to elaborate at that crucial moment--works out its meaning-effects in great part through that performance’s relation to the player’s confrontation with his or her previous choices, above all through the specific valence of the Light/Dark scale that lies at the backbone of the game’s ludics.
Structuring, resolving, and elaborating this kind of choice is exactly what Slatkin’s Odyssey-composer does, with relation to the thematic materials of the Odyssean tradition. The performative choices he made, which echoed centuries of performative choices made by other bards, had the same relation to choices he’d made earlier in the recompositional occasion of his version of the epic: he was forced into the same kind of confrontation. The difference--and the reason I think we can talk about a “Bioware style” as opposed to an “Odyssey style” or a “Bethesda style”--is that the Odyssey-composer’s confrontation was in the register of metis, and involved things like similes, whereas the KOTOR-players’ confrontation is in the register of Light/Dark, and involves things like romantic cutscenes.
If I’m not mistaken about where I’ll go next (though admittedly lately I seem to have less than 50% accuracy on that score), I’ll be getitng more specfic, and more spoiler-y, about that moment in KOTOR. I’m excited about this chapter, and I’d love to discuss it with anyone who’s interested as it develops, in the interest of ensuring that it makes a real contribution to its fields.
I’m going to use the occasion of this post on which I’m eagerly seeking comments to experiment with turning comments off on the blog and requesting that if you're interested in commenting you do so on Google Buzz. If you haven’t experienced how interesting, prolonged, and downright valuable Buzz discussion can be, I recommend giving it a try! You’re most welcome to follow me on Buzz, here; you’ll find this post there, too, with any luck, and I hope to discuss it with you there!