flickering colours

30May/116

Mass Effect, Contingency and Canon

In another in a series of pieces discussing largely unanswerable questions, this piece will examine the relevance of the ‘canon’ to an interactive form such as Mass Effect. The background to this discussion is the overall controversy regarding sex in videogames, and why it is such a difficult subject to handle well, that began in particular regarding Mass Effect a few years ago. More recently, speculation surfaced and inspired a heated debate regarding the possibility of expanding same-sex relationships with previously-established characters in Mass Effect 3. The debate, while very likely motivated by personal aversions to non-heterosexuality in general, revolved around canonical and continuity objections. My question here is, can an interactive medium have a non-interactive canon? Who is to say what the truth is, in a medium where nothing is true, and everything is permitted?

I'm getting a lot of mental mileage out of this topic, and I'm spreading the thoughts out in various outlets. This blog post is one version of the thinking. I will be developing it further in a paper I'm presenting in July at an academic conference, and I had a chat to Mark Serrels over at Kotaku AU for a slightly more approachable take (albeit with slightly different concentration). There is a lot more to be said about Mass Effect, romance, fiction and simulation and I hope to be involved in saying. For now, let's begin with this discussion of canon. 

Videogames can be described as ‘state machines’ meaning they are constructed out of many sets of options which can be set to a range of different positions. A light switch is a very simple state machine, with both an on and off position while a windmill is a poor example, as there is no switch from on to off, and the speed the mill turns at is highly variable. Games usually contain many, many sets of possibilities, or individual option-cases, that can be set to one of range of possibilities. The class of your RPG character, whether a Little Sister is still in the level or not, and further whether she was rescued or harvested. Some states will either imply or preclude other options in a different set. Think of Morrowind or any other faction-heavy game, where being a high-ranking member of one faction forbids you becoming a high-ranking member of some opposing faction.

Taken all together, these state cases are ‘what is possible’ in a game. Generally the state of any of these cases is entirely dependent on the choices and actions of the player. The possibility space is the player’s domain, as we work through the long set of options, we flick switches to the position that pleases us. The size of the possibility space is usually biggest in strategy games and RPGs where the ‘how’ you play is a major feature of the genre. These games typically present the world as open to the player’s input, malleable to the player’s will. If I want to become exalted with the Cenarion Circle, I know exactly what I need in order to do so, and really, nothing and no one can stop me. If I want to have the maximum proficiency with daggers, I know how to achieve that too. There is really never any question about the potential of the player’s character. Whatever he/she sets out to do will be achievable, provided that it exists within the possibility space in the first place. The ability to manipulate and eventually dominate the possibility space is the prerogative of the player in videogames. This is generally viewed as unproblematic. Yet, as in life, the case of romance and sexuality becomes problematic, and requires greater nuance.

In traditional media the possibility space is defined, or rather described by, the canon. The canon of a particular work is ‘the way things are’ in that universe. Canon, for our purposes here, is something of a history book, and in the case of sci-fi or fantasy, a physics lesson. The canon defines who people are, what they have done, and more generally what is and isn’t possible in the world, based on narrated events in ‘canonical’ texts. That is, the canon is extrapolated from the published novels or films etc. from the original or authorized sources. So, no, your Harry Potter slasher fan-fic is not considered canonically true.

What does this mean in a medium where, for different players, the things that happen and who people are can be wildly different? In the Mass Effect canon, are the Rachni extinct and the Geth reprogrammed, or not? Is Shepard male or female? Is Ashley Williams alive or dead? Mass Effect’s canon is as contingent as the narrative. The way my Mass Effect universe ‘is’ as defined by what actually happened will be (or can be) quite different to yours. What is possible doesn’t change; we both have the same opportunities to begin with. Therein lies the rub: is the canon formed of narrative events, or by the possibility space?

Continuing to use Mass Effect as an example, the array of options regarding the so-called ‘love interest’ characters present us with an interesting case. For the moment, let us ignore the relative believability of any particular character’s sexual orientation, I will return to that later. The question for now is this: on any one playthrough, Shepard can only fully pursue one character, with the clash between two potential romance partners resulting in a decision being made between them. So, two of the available characters are demonstrably attracted to Shepard. Does the fact that an experienced player knows that if the game were played differently, another character would also be available, or would change their sexual orientation, matter? Is the possibility part of the canon when it doesn’t actually happen?

For example: Liara can romance either a male or female Shepard. Does this make her a ‘bisexual’ (in human terms, she’s attracted to both sexes and this has nothing to do with her own lack of definite gender)? Or is she simply (human) straight and attracted to a male Shepard in that case, or a (human) lesbian being attracted to a femShep? Given that it requires two fundamentally different playthroughs of the game to demonstrate her bisexual availability, is it fair to assume the same from one playthrough? Take another example: upgrading the Normandy. In different playthroughs, the ship can be anywhere between stock-standard and fully upgraded. Given that both are possible, does this indicate that in the ‘canon’ the Normandy is somehow both? A “bi-engineered” ship both with and without upgrades? And does the possibility for the player to choose a male or female Shepard mean that canonically, Shepard is actually a simultaneous hermaphrodite?

My suspicion is that we want to attribute something more like personality to Liara, Jack, Miranda or any other character, and less like state machine coding that actually defines them. Especially when it comes to sex, but generally because these characters are more fun when thought of as people, we want to construct for them an interpretation of their possible states as behaviours rather than programming. We want them to be more real, with their own agency, rather than simply accepting input from a player, and activating the appropriate animation and dialog according to the selection criteria. Further, it is unprecedented for each ‘reading’ of a text to present a materially different story, so despite this possibility in videogames, we tend to treat/imagine Liara as the same person when romanced by either male or female Shepards—even though this is a different story.

When we combine the player-centric possibility space with a more traditional understanding of character and canon, these problems arise. The term ‘Shepsexual’ is used in the BioWare forums to describe the peculiar, unlikely experience of everyone on the ship being attracted to Shepard. We can avoid this sensation if we compartmentalize our plathroughs into separate versions of the story, though. This places some expectations on the shoulders of players, to change their perception of character, and less on those of developers. The reason I suggest this first is that from a story-writer’s perspective, having a love-interest in a story such as Mass Effect in a linear medium may indeed be inevitable, possibly vital to the experience. In an interactive narrative, the decision must be made between allowing/providing for a romance with one particular NPC (let’s say Ashley) meaning that the only playthroughs to feature a romance arc are those by a male Shepard, by a player interested in Ashley (and not Liara or Kaiden). The alternative must then be alternatives. It is not part of the story/narrative that all characters desire Shepard, but part of the deeper structure that a romance arc (of some sort) should be possible for any given Shepard. Therefore, the designers must plan for romance for each different Shepard by creating different versions of each NPC: romanced and non-romanced. Within that, we should probably find romanced-by-male and romanced-by-female, and possibly even the non-romanced version of each as well.

The question becomes whether any particular character being bisexual is actually part of his/her story or if it is simply a mechanical reaction to the player/character’s gender. This is a deep problem between traditional game design and realistic world building. If we are to create worlds, and especially characters, features such as their sexuality must seem to belong to them, as a person, rather than being part of the possibility space that the player controls, or it feels disingenuous, even pandering (especially to certain hetero-male fantasies). Design fundamentals tell us that games should be fair; life tells us that the world is not fair. This demands a very awkward balance between enabling a wide array of player experiences, particularly those personal ones such as romance, and creating an unrealistic world where everyone wants to sleep with you.

Comments (6) Trackbacks (2)
  1. This is a great post. It seems like the problem is a matter of verisimilitude in which characters must have some kind of persuasive integrity–vs fan-service in which the developer panders to sell product.

    There is probably a lot of complaining about the lack of variety of sexuality in mainstream media; I wouldn’t know, but I wouldn’t describe it as large enough to be influential on media producers and publishers, or I would have heard more about it. What I do know, however, is that the pressure on RPG developers to include homosexual options is widespread and intense and the PR/Marketing people from the game publishers have responded to it.

    Do you think the difference comes out of more variety in sexual preference in the RPG audience? Is it rather that when player agency is central to the form, minority voices feel more entitled to representation? Is the gamer audience more favorable to equality in this area? Is there another option?

  2. RE: Sexual variety in mainstream media, I think there’s been a definite upswing in the last few years. I mean one of the most popular shows on TV at the moment, Modern Family, makes it a matter-of-fact part of life, on par with a divorced man marrying a younger woman. I don’t think that happened by accident.

    I think you’re on to something when you say that the supposed centrality of player agency is an issue, but I don’t think that minorities feel any greater desire to see/experience representations of characters similar to themselves though. I think EVERYONE feels entitled to representation in this form. When you sell a product or artwork as “Be whoever you want to be,” but then you haven’t actually enabled that, its a problem.

    On the one hand its a PR/Marketing problem. On the other we could just avoid it by holding onto artistic integrity, and allowing all voices to be heard. Some voices will not include LGBT type material, others will. I think BioWare is getting saddled with a heavy load as they’re one of the few mainstream developers even attempting this stuff, so they’re the only place under-represented folks have to go to if they wanna be a space marine!

    I am struggling to come up with a position on whether videogames are “meant” to let the player do whatever he/she wants to do, or if they are “meant” to deliver a message. I really can’t articulate my ambivalence strongly enough…

  3. Thanks for answering. Articulate an ambivilence = H. Bloom?

    I think the division between complete player agency / authorial intent will come to be an important one in the classification of games. That is to say, I think both kinds will continue to be made for good reasons, but developers recognizing the differences will help to embellish each.

  4. That came out sounding sarcastic, and I didn’t mean it that way. Looking forward to more posts!

  5. Thank you for directing me to this, it’s difficult to find decent literary theory analysing video-games and I think you’re helping to pave the way. So far my own ideas about what ME canon is have been rather variable and unsound since I only really gave consideration to older established concepts, so I found your section discussing the effects of state machine constructs on characters to be particularly eye-opening.
    However I wonder if the player’s medium to influencing the game (Shepard) is really as effective as you argue, as there still seems to be many inflexible controls placed on his/her character. I imagine this has to mean that all the impact we have in shaping our universe are still influenced strongly by the party in authorship. We are not part of the game, but merely tinker aspects through the medium of a character whose choices are ultimately finite.
    Once again you’ve produced a fantastic post which really helped to clear up a few of the uncertainties bothering me ever since the S/S options were announced. Thanks again! and I’ll be watching with great interest.

  6. Hey Jack, glad you found your way here. Sometimes its hard to get people on the internet to read more than a paragraph at a time!

    You and Patrick above are touching on a similar issue that I’ve actually developed a theory around in my PhD thesis. It has to do with the different kinds of videogames that are out there now, and are evolving over time. I’ve blogged a little bit about it, though the blog versions are a little under-developed compared to what I’ve actually written now, which is how it should be I guess! Search for “metanarrative” in the blog and check out the two entries there for some of my thoughts.

    That last part you talk about, finite choices and the player not being part of the game is really debatable for me. Firstly: there’s been a movement towards looking at videogames (and games in general) as things that happen, rather than objects you can point at. Of course you can list off all the rules and point at the disc or whatever, but nothing happens until the player starts interacting. You know what I mean? Nothing happens, the game doesn’t mean anything to anyone until its played. Further to this, if you look at recent literary theory (since about the 70s onwards) you get into ‘reader response’ theory. I don’t buy it wholesale, but I think there has to be some negotiation between the finite choices (or text or scenes or whatever) written by the author and the pretty much infinite meanings those things can have to each different player. Its what I was talking about on the BioWare forum, and is why I find this aspect of Mass Effect so intriguing. You don’t have to be a literary critic to have these conversations, and people are so willing to put their thoughts out there!


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