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[Bioware] Comparing ME with KotOR - Narrative structure

I had an impression I couldn't shake off when playing the Dragon Age and Mass Effect series: they seem much more artificial than KotOR, for instance. They have a certain feel to them that reminds me of a construction site, with all the beams projecting in plain sight.

I believe this feeling of artificiality has to do with the games' narrative balance, which is too symmetrical, particularly when it comes to companions. Symmetrical balance is a quality that can be exploited for good in many works of art, and which the Greeks praised in sculpture and architecture. Generally, what it effects is harmony and regularity; in the case of Bioware's games, it is 'equal treatment' of the characters. I also think of it as a reaction to the players' expectations, because who wants to receive the short end of the stick? I shall clarify my point with a couple of examples and comparisons.

The Mass Effect 2 structure regarding companions can be adumbrated after one playthrough. With each of the companions you have from 3 to 5 dialogues: two previous to the loyalty mission; the post-loyalty-mission dialogue; two more dialogues if you pursue the romance. I haven't gone back to the game to check out whether these are the exact numbers, but the idea remains the same: you are entitled to this for each and every one of them. Additionally, there is no real interaction between the main story and the companions, a fact which is perceived by the player as further alienation between her story and that of the crew members. In KotOR what we had was a deep connection between Bastila and the main character's story, as well as Carth; both would have minor roles in KotOR 2 which showed their relation to the narrative. There were also minor characters that were not essential to the mission, but still had a role in it, and their dialogues were not impoverished by their secondary status. Still, you would have certain characters speaking more lines because they were either more talkative, or more central to the plot, or came into the ship earlier. The Mass Effect companions are almost completely devoid of agency in the main story: they accompany you, speak their lines, but do not interact with anything beyond their personal stories. They do not even hold any special relation with any other crew members, except for the nominal dispute between Jack and Miranda, and Tali and Legion. What we had in KotOR 2 was Kreia's blackmailing of Atton Rand, for instance; or Rand's jealousy of Mical, whom he would try to irritate at any given opportunity. There had even been some cut content which featured Rand fighting on his own (although you would be controlling him) a Sith, and the negative outcome of the fight would have him tortured and dismembered; or triumphant and cocky if you won. What I'm trying to show is that companions in KotOR had a particular role that often intersected with your story.

Regarding the structure, I'm not saying that KotOR didn't have one, that's preposterous. My point is that Mass Effect's was too evident for its symmetry, which added to the way I perceived my companions: dispensable, practically equivalent to each other. Some of them I found interesting and worth having around (Garrus and... well, that's about it), but I was never under the impression that my companions mattered in the story, or that their presence would change the course of the action in any way. If each companion had had a different amount of lines and quests, at least my impression that they were all the same would have been attenuated. Had they been granted a role in my story, I would have stopped thinking of them as followers, and more as companions.

Nevertheless, what would happen if Bioware did this, like every time they attempt something 'new', is that fans would outrage. They would all want their character of preference to have at least the same treatment as the others, notwithstanding the highly artificial result that comes from it.

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