Editorial: Going Backward Is not Forward

And there on the handle, was a hook!

It was the best of times…

There is an unsettling trend that has been going on in the video game industry. To be fair, it is not limited to video games. It also has shown itself in almost any story telling medium: the need to go back in time after a story has already reached its conclusion.

Reluctant case in point: Mass Effect. A new franchise with an incredible backstory and sandbox to play in. With all its talk of a dynamic story at the whims of the player, it ultimately ended on a sour note when after the many promises of it not ending on an A, B, or C ending by Casey Hudson, it proceeded to do just that. It eventually sparked a large outcry that resulted in an ‘extended ending’ DLC that seemed to be nothing more than an explanation for each ending, due to the shoddy nature of the original endings. While it did explain the endings, it still left a rather sour taste in the mouth of many.

The basic tenants of a story cover starts with an introductions, then follows with rising action, climax, and finally the resolution. Mass Effect followed this structure thusly:

This is the alternate box art where Shepard is, allegedly, a man.

To think 2007 was so long ago.

Introduction: Space, the Final Frontier… that has already been discovered by several dozen other races. Late to the party, eh, humanity? Go sit with the Volus and the Elcor. And do not touch the Quarian. Who knows where they have been.

Rising Action: The Blue Oyster Cult was wrong. One SHOULD fear the Reaper and its many, many buddies, servants, and not too bright allies.

Climax: Should the player do everything they can to ally the races together to defeat the Reapers, the player then chooses one of the three infamous conclusions that rendered all promises of a fulfilling story null and void.

Resolution: The player then watches the same ending three times, with a single color being the difference between each one. Provided they actually chose and not chose to see Casey Hudson throw a fit when the player refuses because the general public is not intelligent enough to appreciate his ‘artistic vision’.

Not many know this, but on her off days, Shepard's an amazing landscaper.

Shepard has Hudson’s ‘artistic integrity’ right here!

The many holes in Mass Effect’s story aside, it did, for all intents and purposes, follow the proper flow of how stories are told. Granted, prospective writers would do well to have an ending in mind almost as soon as the story begins to give the story some direction and avoid the misstep Bioware made.

However, with what little has been spoken concerning Mass Effect 4, there has been rumblings about the story possibly going back into the past, before Mass Effect 1 started, such as the First Contact War, which was a significant event concerning humanity’s entrance into the galactic society. Apparently, those who want to see this happen have not seen the Star Wars Prequel trilogy. There is a reason why Episodes 1, 2, and 3 are not as well received as the original movies. It also goes beyond the many trappings that the abundance of computer generated graphics created, and which still could not make up for the atrocious writing nor Hayden Christensen’s lack of acting ability.

Where am I? Where is the information booth?!

Visit Scenic Thessia.

While on the surface, it is good to see a story expand and see more of it. However, when the story writers go into the past in attempts to dredge up more material than a codex would be more than adequate to explain, it leaves the reader with the bad feeling that it will change nothing, because they already know what is going to happen in the future.

And to be frank, there is only so many times that Bruce Wayne’s motivation for hunting down criminals can be told over and over and over again.

Another pitfall of Presequeling, a term derived from the upcoming Borderlands game; The Pre-Sequel, is that it shows that the writers are being forced to not move forward with a story that is ostensibly finished and seems more like a cynical cash grab than hopes to tell more stories.

As wonderful a villain Handsome Jack was, one playthrough with him behaving like a tantrum throwing middle school boy gets tiresome after the first time.

There was also no need to go back into Gears of War’s past in the aptly named: Judgement, as it was judged to be decidedly mediocre dudebro game that Cliffy B insists, amid much bitching and whining, deserves perfect scores.

Why does this alleged human being keep appearing?

A not a gag to be found anywhere

There was no need to make any other games after God of War 3; where Kratos proved himself incapable of self-reflection or character growth, killed everything and everyone in sight and with no one left to kill, killed himself. While not an accurate description of the ending, it does give the general feeling that the story needed to end then and there. No more games. No more stories. Yet, the developers felt the need to make God of War: Ascension, which, like Gears of War: Judgement, proved to be both mediocre and unneeded.

Presequeling at its core, appears to be the result of corporate meddling. The writers do not know where to take their story since it ended, however, the shareholders and the CEO of the company, who probably have little understanding as to how game development works, want to expand the franchise and milk it for as long it can be milked. So, the developers, with their jobs at stake, have to exhume a story from somewhere to keep making more games. Why the past? Why not the future, instead?

Millions of ladies would pay big bucks for a Garrus game. This is a fact.

Gsrrus Vakarian is forward looking. Learn from him, Bioware.

A possible, and possibly much less story-intensive conclusion to Mass Effect’s transition into Mass Effect 4 would be simply to let the conflict with the Reapers be just put aside and not at all related to plot. If they are determined to know what happened, just let the game say, ‘The Reapers have been defeated! Hooray!’ and never speak another word of it. After all, the galactic politics of the Council on the Citadel, the culture of the Council races and their homeworlds, and the shady slums of Omega are far more fertile grounds for continuing stories than another galaxy wide conflict.

In addition, since it has been stated that Shepard’s story ended with Mass Effect 3, it would be more appropriate to see the Mass Effect sandbox from the perspective of, say, someone who is not a member of the Systems Alliance, or even human for that matter. Will they proceed to create a game akin to Skyrim? Who knows? However, until details are released, there is the chance they could easily mess it up the way the aforementioned games have been ruined.

Stories are meant to go forward, not backward. To go backward to fill in gaps shows a lack of creativity of the writer and a reluctance to show what has happened to the characters after a story has ended. There is nothing stated that one cannot simply let a story be done and move onto another story that can be completely unrelated to the previous story. Why not attempt something new? Create new characters, create new worlds, and new cultures.

In short; stories do not go forward by going backward.

6 Comments

  1. LegendaryApple
    Posted 2014.05.24 at 17:21 | Permalink

    What about Skyward Sword? That games story was great and it was a prequel to every Zelda game ever made. I never felt that the game sacrificed creativity by delving into the past and filling in the gaps.

  2. Lusipurr
    Posted 2014.05.25 at 13:02 | Permalink

    I think the connexion between the Zelda games is very tenuous. I know that the developers now want us to believe that they are all part of some grand, orchestrated storyline, but that certainly wasn’t in their minds when many of these games were originally made. Rather, it was applied after the fact.

    Admittedly, this change took place before Skyward Sword, but its location as furthest back, chronologically, in the Zelda series is no more apparent in that game than any of the other games’ chronological locations are. There is a sense of some very vague relativity, but to *what* Zelda game each is referring itself relatively is, on the basis of the evidence in the games alone, pure speculation. Only that ridiculous handbook can offer conclusive evidence–evidence not present in the games themselves.

    The links between Zelda games are, for me, like the links between Final Fantasy games. Sometimes, they appear to take place in the same world, and there are ‘echoes’ of this or that, but any truly ‘solid’ connexion which matters in terms of its effect on the world and the story and so on? Almost entirely absent. The Wind Waker has the most of that, and even then it is largely irrelevant in practical terms except as an explanation of how things came to be as they are–and even then, any Zelda game would suffice to fit the bill.

    So, I don’t know that we can praise Skyward Sword too much for being a ‘great prequel’. Its chronological connexion to the ‘sequel’ games may be something avowed by the creators, but its actual significance and presence in the games is so small that few people would even notice unless they were first made aware of the fact.

  3. Ethan 'Ethos' Pipher
    Posted 2014.05.26 at 08:39 | Permalink

    Completion of Skyward reveals enough plot to make its place as a prequel fairly transparent, especially during the final hours, but it’s a frivolous point because I ultimately agree with you, Lusi. The Zelda series works because it doesn’t tie itself too hard to any other entry and follows the more marathon-ready Final Fantasy method. Nintendo has maintained for a very long time that they’ve always kept a secret timeline, but frankly I couldn’t give a fuck whether or not they have. Arbitrarily connecting plots is not interesting to me, and for all Zelda does extremely well with story, intricately structured plot points has never been their strength and I think the games have been the better for it. Too many games are complicated for the sake of being complicated, and Zelda leaves room for the imagination to play, a great boon in fantasy gaming.

  4. LegendaryApple
    Posted 2014.05.26 at 09:55 | Permalink

    I suppose you’re right. I never went into the Zelda games to see how they connect to others because it doesn’t matter.

    I was going to bring up how Assassin’s Creed 4 is a prequel to 3 and is considered the best in the franchise, but then I remembered that every moment outside the Animus takes place after the other entries. So in terms of overall narrative, it’s a sequel.

  5. Ethan 'Ethos' Pipher
    Posted 2014.05.26 at 10:13 | Permalink

    @Legendary – Exactly. Also, I would contend that AC4 is still a noticeable step below 2 in the series. In fact, while I enjoy 4, 2 would be the only one I make a case for being a good game.

  6. LegendaryApple
    Posted 2014.05.26 at 10:23 | Permalink

    @Ethos – I’m admittedly very biased towards pirates. AC2 had a better plot, but AC4 let me roam the seas and pillage. It may not be the best reasoning, but that was enough for me to consider it the best.