Career 3 ("Perfect Paragon") is going to be my cautious/highly-elaborated career. I'll take every assignment, search every bit of space that seems to have a reasonable likelihood of yielding materiel to help the cause.
Career 1 ("Hasty Renegade") is going to be my "How much can I salvage?" career. I'll go straight for the jugular and continue her tradition of cutting corners in the interest of getting results.
Career 2 ("Pragmatic Paragon") is going to be the career I try to play for verisimilitude. I'll attempt to react quickly, in accordance with my ideas of what I myself would do, in the interest of trying to find my "real" relationship to the character, outside of the kind of analysis I want to try to do on 1 and 3, and more importantly among the careers.
That said, it probably makes sense to play out career 2 before I do the more involved 3 and 1. Right now, I'm in Perfect Paragon, cautiously exploring the galaxy map and considering the Cerberus outpost Admiral Hackett has advised my PC to deal with. I'll probably see if I can take care of that, then switch to Pragmatic Paragon.
I'm still on Narrative combat.
Monday, March 12, 2012
Sunday, March 11, 2012
"A nonrepresentative Mass Effect experience"
Those are the words with which Mass Effect 3's description of "Narrative" difficulty closes, in the game's options-menu.
When one of my students, already tens of hours into the game on Thursday (when I was perhaps an hour in on career paths 1 and 2), told me about the two "Narrative" settings--which I hadn't seen, and hadn't read about since I have such a hard time distinguishing hype from actual news that I no longer read about games ahead of time unless (see HALO) I'm critically invested in the hype itself--I wanted to cancel class and drive home instantly to set my game on these settings and see how it made me feel.
I still haven't used the "No Decisions" dialogue option, located under a section of Options labelled "Narrative," which, if I understand correctly, turns conversations into cutscenes, but I played for an hour yesterday with the "Narrative" combat option.
I loved it. When a homeric bard sang a battle-lay, the spears went straight through the warriors' hearts, unless the battle were a very distinctive one--you know, a boss-fight. The bards knew that their practomimes made their audiences feel more heroic that way, just as makers of westerns and war-movies know that enemies always die quickly.
I suspect, by the same token, that I'll hate "No Decisions" dialogue, which, at least according to my initial reaction to the idea of the mechanic, would have the opposite effect on my feeling about the performance-materials of the game. I plan to save one of my careers, turn that option on today for half an hour or so, then load the save and say goodbye to "No Decisions" dialogue forever. I can't imagine that BioWare isn't tracking how many people are using which options, so I'll be very curious as to whether we either hear anything about the statistics or, maybe more importantly, "No Decisions" dialogue returns in future games.
"Narrative" combat is not new; both BioWare and Bethesda games have always had ways to make things easier on older players' aging reflexes. What is new is calling the lowest setting "Narrative," and characterizing that setting as "nonrepresentative." I can't wait to unpack this mechanic further, but one wonders whether the first bard to sing about Achilles' withdrawal from battle, and the first bard to sing about Odysseus lying, cheating, and stealing his way home, were similarly characterized as "nonrepresentative."
When one of my students, already tens of hours into the game on Thursday (when I was perhaps an hour in on career paths 1 and 2), told me about the two "Narrative" settings--which I hadn't seen, and hadn't read about since I have such a hard time distinguishing hype from actual news that I no longer read about games ahead of time unless (see HALO) I'm critically invested in the hype itself--I wanted to cancel class and drive home instantly to set my game on these settings and see how it made me feel.
I still haven't used the "No Decisions" dialogue option, located under a section of Options labelled "Narrative," which, if I understand correctly, turns conversations into cutscenes, but I played for an hour yesterday with the "Narrative" combat option.
I loved it. When a homeric bard sang a battle-lay, the spears went straight through the warriors' hearts, unless the battle were a very distinctive one--you know, a boss-fight. The bards knew that their practomimes made their audiences feel more heroic that way, just as makers of westerns and war-movies know that enemies always die quickly.
I suspect, by the same token, that I'll hate "No Decisions" dialogue, which, at least according to my initial reaction to the idea of the mechanic, would have the opposite effect on my feeling about the performance-materials of the game. I plan to save one of my careers, turn that option on today for half an hour or so, then load the save and say goodbye to "No Decisions" dialogue forever. I can't imagine that BioWare isn't tracking how many people are using which options, so I'll be very curious as to whether we either hear anything about the statistics or, maybe more importantly, "No Decisions" dialogue returns in future games.
"Narrative" combat is not new; both BioWare and Bethesda games have always had ways to make things easier on older players' aging reflexes. What is new is calling the lowest setting "Narrative," and characterizing that setting as "nonrepresentative." I can't wait to unpack this mechanic further, but one wonders whether the first bard to sing about Achilles' withdrawal from battle, and the first bard to sing about Odysseus lying, cheating, and stealing his way home, were similarly characterized as "nonrepresentative."
Saturday, March 10, 2012
Why I want to trace these Mass Effect careers
Here's what I'm most interested in. To what extent does one career actually make my performance either 1) substantively different (by "substantively" I mean different in what gets coded into a save file) or 2) emotionally different--that is, in the way it feels to me--in another career, and why, and how? I can already see that an irrevocable decision made in one career makes it feel very different to make a different choice in another career, even with something as simple as the Normandy's surgeon.
I suppose that in the back of my mind there's a looming question of a nearly odious nature: with Mass Effect 3, has BioWare created a work unlike any previous work of art in the combination of the plasticity of its performance materials and the irrevocability of the most important choices it affords?
I suppose that in the back of my mind there's a looming question of a nearly odious nature: with Mass Effect 3, has BioWare created a work unlike any previous work of art in the combination of the plasticity of its performance materials and the irrevocability of the most important choices it affords?
Mass Effect career 3 choices
I don't know if this will be valuable even to me, but why not?
- "Acquired war asset" Diana Allers (journalist)
- Went to hospital before council to see Ashley (couldn't even bear not to do this on my Renegade; on that career it's Kaiden, not Ashley, who's alive, and I'm considering romancing him)
- Saw Dr. Chakwas alive (dead on my other careers, I think) in the hospital. Took her as Normandy's surgeon. Can't deny that that felt awesome. In particular, it felt awesome precisely because Chakwas is dead in my other careers, and that I didn't take a surgeon at all in career 2.
- Thinking I may start a fourth career to see what the default for the non-player of the first two games is like.
- Went into Bailey's office before council and saw my old journalist nemesis. Saul Tigh as Bailey is something I'd love to spend some time thinking about.
- Discovered, and made extensive use of, the X button to get through long cutscenes.
- Did not use Renegade power on journalist nemesis; was typing and failed to use Paragon power and so had to re-load and go through hospital and council again.
- Bought all volumes of poetry at hospital Sirta terminal.
- Took the Paragon power, and am overjoyed. Asked journalist-nemesis, to whom I'd been nice in ME and whom I'd punched in ME2 to "keep asking the hard questions."
Am using the voice commands as much as possible in this career. I still need time, I think, but being able to perform a version of the lines is really interesting, and may be a literal game-changer for me.
Living Epic--making it really live?
Yet another idea for re-purposing this blog in the wake of my activity on Play the Past: keeping track of my actual living of epic, beginning with Mass Effect 3.
My ME3 careers:
- Female renegade, soldier, sniper with fully-developed adrenalin rush. She cut corners in ME2 and ended up losing four of her companions. Romanced no one.
- Male paragon, adept, spammer of Singularity. Messed up at the end of ME2 and similarly lost four companions. Romanced Liara in ME and no one in ME2.
- Male paragon, adept, spammer of Warp. Got the 100% ending of ME2. Romanced Liara in ME and Jack in ME2.
Here's why I think this will be worth doing: I don't know of any other accounts of multiple parallel performances specifically directed at analyzing the performance materials and their relation to the actual performances.
The first thing I'm interested in talking about is the "Narrative" combat difficulty, which, I'm told by the game itself, gives "a nonrepresentative Mass Effect experience." It may be nonrepresentative, but when you're playing 3 careers, it's really great.
Sunday, January 8, 2012
What Roger's up to, January 2012
- In talks with awesome people like David Carlton and Mattie Brice about making two VGHVI Thursdays a month into podcasts, one of them being the first Thursday symposium, the other being a single-player night (starting with Skyrim, huzzah) probably on third Thursdays. Stay tuned.
- Finishing up my submission to GLS8.0, a worked example about mapping learning objectives to play objectives in Operation ΜΗΝΙΣ.
- Getting unexpectedly excited about THATCamp Games in less than two weeks. The bootcamp the practomime team is going to run may be a model for the future.
- Looking forward to Operation ΚΛΕΟΣ 3.0 in the spring semester, which starts a week from tomorrow. I think I may finally have nailed the balance among Homer, video games, and the course ARG.
- Looking forward to using Operation ΚΛΕΟΣ to bootstrap myself into the Bethesda article that will complement what I think is the very cool BioWare chapter coming out in this book.
Friday, October 7, 2011
The Cave, unpacked: part 3
Then, in that post, came this bit:
If there’s an emotional basis to the famous passage from the last book of Republic where Plato has Socrates speak of the ancient quarrel between poetry and philosophy, that’s what it seems likely to me to be: Plato sees how powerful his own education, centering on homeric epic, has been in determining the way he looks at and acts in the world, and is mad at the figure who perpetrated it. He’s frustrated that it was so hard for Socrates, and is so hard for him to think past that education into the new philosophical world that he wants to create in memory of Socrates. He envies, perhaps most of all, Homer’s seemingly ineluctable control over the ruleset of the cave-culture game within which the Athenians have risen to power, fallen from it, and finally ended up in a cultural position that Plato must have regarded as going nowhere.
This is, I think, the way game-designers hate games like HALO and BioShock, even as they often play them to death, and enjoy “hating on” them in every conceivable corner of the internet. Maybe in that very modern, fanboyish sense of the word “hate,” I was on target in my post--Plato is a Socrates fanboy, and he’s jealous of Socrates’ indie cred. So perhaps a more accurate formulation would have been “Plato was jealous of philosophy’s cultural credibility”--the game that he was designing, a game perhaps on best display in the middle to late dialogues, above all Republic, Timaeus, and Critias, needed to establish itself, just as the books of Herodotus and Thucydides sought to establish themselves, in contradistinction to the hegemonic game of “Homer.”
Remember that “jealousy” and “envy,” when used properly, are different, though related, emotions: we’re envious of what we don’t have (that we may have it), but jealous of what we do (that we may keep it): Plato’s emotion, such as it was, was perhaps the feeling that the grand practomime of philosophy could not but be under siege from the apparently grand practomime of epic.
2) Plato hated Homer—the sheer number of times Socrates tells us, especially in Republic, that Homer (whom he thought of as a single person, though at this blog we know better) was pretending to be something he was not, proves that beyond a shadow of a doubt.Again, this declaration is probably a bit too broad--the word “hate” is of course much too strong. If the statement is true, the negative emotions Plato felt towards the fictional Homer whom he believed to have been a real writer were probably much closer to anger, frustration, and envy than to hate.
If there’s an emotional basis to the famous passage from the last book of Republic where Plato has Socrates speak of the ancient quarrel between poetry and philosophy, that’s what it seems likely to me to be: Plato sees how powerful his own education, centering on homeric epic, has been in determining the way he looks at and acts in the world, and is mad at the figure who perpetrated it. He’s frustrated that it was so hard for Socrates, and is so hard for him to think past that education into the new philosophical world that he wants to create in memory of Socrates. He envies, perhaps most of all, Homer’s seemingly ineluctable control over the ruleset of the cave-culture game within which the Athenians have risen to power, fallen from it, and finally ended up in a cultural position that Plato must have regarded as going nowhere.
This is, I think, the way game-designers hate games like HALO and BioShock, even as they often play them to death, and enjoy “hating on” them in every conceivable corner of the internet. Maybe in that very modern, fanboyish sense of the word “hate,” I was on target in my post--Plato is a Socrates fanboy, and he’s jealous of Socrates’ indie cred. So perhaps a more accurate formulation would have been “Plato was jealous of philosophy’s cultural credibility”--the game that he was designing, a game perhaps on best display in the middle to late dialogues, above all Republic, Timaeus, and Critias, needed to establish itself, just as the books of Herodotus and Thucydides sought to establish themselves, in contradistinction to the hegemonic game of “Homer.”
Remember that “jealousy” and “envy,” when used properly, are different, though related, emotions: we’re envious of what we don’t have (that we may have it), but jealous of what we do (that we may keep it): Plato’s emotion, such as it was, was perhaps the feeling that the grand practomime of philosophy could not but be under siege from the apparently grand practomime of epic.
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