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Cyberpunk Appreciation

Absence (and a shit-load of updates) really have made me fonder of Cyberpunk 2077.

Just some chooms being bros.

My second attempt at the game started from remembering how fun the movement was – specifically, being able to just push aside NPCs while running. It seems like such a tiny little detail in the scheme of things, but not only is it an insanely good quality-of-life measure whose lack immediately gets felt in other games, pushing NPCs around also makes them more real. It is the difference between walking through tall grass in a game and seeing the blades bend, rather than a 2D texture awkwardly rotate.

Coming from Starfield, the dialog and general interaction is also miles beyond. I’m not going to say Cyberpunk has ruined other RPGs for me, but even the other best examples in Baldur’s Gate 3 and the Mass Effect series seem… almost immobile in comparison. To say nothing about the stiff talking heads of Starfield and other Bethesda games. Come 2024, if your RPG doesn’t have Idris Elba casually stepping over a chair for no reason while relaying quest details, what the fuck are you even doing?

Kid is already a Tier 1 netrunner.

I also appreciate the ability to exit conversations by just walking away. I occasionally employ that IRL.

So, yeah, overall I am having a blast. We’ll have to see if I maintain the momentum to reach the endgame, as currently I am just doing all the new expansion stuff. The whole Johnny angle never really appealed to me and I burned myself out doing side-quests as a result. Will history repeat itself? Does it even matter if it does? Stay tuned.

Interesting Choices

Tobold put up a rather cringe-inducing critique of Mass Effect 3 the other day, prefaced by the Sid Meier quote of “good games are a series of interesting choices.” From there, Tobold argued that ME3 was not a good game, because the story choices being presented did not lead to gameplay changes. Indeed, he goes so far as to say in the comments:

My point is that this is supposed to be a GAME, and not just some interactive story. Choices that only affect the story, but change nothing in gameplay shouldn’t be in a game. Otherwise I might as well wait for “Mass Effect – The Movie”, and not bother playing at all.

First, that argument is so absurdly cliche that I started questioning whether he was simply trolling us at that point.

Secondly, in point of fact, you could not simply wait for Mass Effect: the Movie because any such film could not encompass the varied plot choices you can make over the course of the game. Characters can die in Mass Effect 1 & 2 and thus not show up in Mass Effect 3, cutting out entire swaths of character arcs. Who makes it through the Suicide Mission? Would the film feature a male Shepard or FemShep? Would the choices be primarily Paragon or Renegade? Which races get the shaft? Would the conclusion be the Red, Blue, or Green Cupcake?

The green one. Always the green one.

The green one. Always the green one.

Third, I believe Tobold’s stance is exceedingly pernicious to the maturation of gaming as a medium. It simply boggles my mind that a self-professed lover of D&D would twist “interactive story” into a pejorative; are non-interactive stories supposed to be preferable?

Individual agency has a way of submerging players into a narrative in a way that traditional storytelling does not. Just look at the mind-bending (at the time) twist in the original Bioshock and the narrative arc in Far Cry 2. Even if you were not particularly impressed with the depth of these narratives, those story mechanisms simply cannot be replicated in book or movie form. Reducing games to their mere mechanical components would be an incredible tragedy of potential.

What the exchange highlighted to me though, was how squishy the venerable Sid Meier quote actually is.¹ To me, the choice between curing the Krogan genophage or deciding not to was interesting. In fact, I spent ten minutes or so agonizing over it when the dialog wheel was presented. Was it fair of us to cripple an entire species because we feared their hardiness and breeding speed? At first, I was worried about that hypothetical. Once the Reapers were gone, who is to say that the Krogans don’t simply out-breed and out-muscle the rest of us out of the universe? Then I thought: wait a minute, is this not the same sort of argument used against inter-racial marriages in the past, and even concerns about Islam today?

In contrast, Tobold simply picked whatever gave him the most War Assets.

This was meaningful to me, god damn you.

This was meaningful to me, god damn you.

I do agree that a good game is full of interesting choices. But what should be obvious to anyone spending more than a minute thinking about it, is that what is interesting to one person can be boring/irrelevant/pointless to someone else. “Interesting” is not an objective term; Sid Meier may as well quipped “Good games are full of fun” for all the sage wisdom it contains.

¹ The full quote is actually: “According to Sid Meier, a [good] game is a series of interesting choices. In an interesting choice, no single option is clearly better than the other options, the options are not equally attractive, and the player must be able to make an informed choice.” (Rollings & Morris 2000, p. 38.) This does not meaningfully change my objections, as whether an option is “clearly better” and/or “equally attractive” is necessarily subjective. For example, I almost always prefer passive abilities to active ones, to the point that most of the WoW talent tree levels have only a single rational (to me) option.