So, PAX East has come and gone. I got to meet up with a lot of great folks, like my GameCritics compatriots Chi and Richard, Nels, Matthew, and the phenomenal Mattie, and to reconnect with folks I already knew like Chris, Serah, Eric, Dan, and (all too briefly) Alex and Grant. Also all the people I left out. Unfortunately the wifi at BCEC doesn’t work as well when there are a bajillion gamers rocking the joint as it did back when the biophysicists visited, so I was functionally cut off from Twitter. If, as a result, I wasn’t able to meet up with you, I’m terribly sorry. There’s always next PAX!

At this year’s convention, the word on everyone’s lips was “pre-alpha”. You could not take five steps on the show floor without that phrase sneaking into your ear and insulting your grey matter. Now, this didn’t bother me when applied to obvious first-draft code like Bastion’s actual initial build. If it looks and plays more or less like it’s eventually going to look and play, though, don’t toss out the meaningless pre-alpha catchphrase. Just say “we’re still working on it”. I promise to understand.

Time to crack: 45 minutes

My first stop was the line for the Mass Effect panel, which apparently I didn’t need to stand for since Dan somehow managed to walk out of the Dragon Age panel and immediately turn around and duck into Mass Effect. This panel offered some helpful clarification for the large number of journos and commentators who did not read the announcement of new ending DLC closely and reacted as if the world was ending and all art was through forever. No, they are not changing the ending. They are expanding the ending that already exists to provide “additional clarification”. Also, there’s new multiplayer DLC coming this week for free! Krogan Vanguard! WOOOOOOOOOO!

Kicking off the panel with a list of things BioWare was going to give us for free ensured a relatively pleasant atmosphere and allowed for a few good stories to be shared. The question of Tali’s infamous stock photo came up, and Weekes was basically able to deflect it by pointing to the actual face model for Samara, who was in the room, cosplaying Samara. There was also an uncomfortable silence and a blunt “no comment” in response to a question about the Indoctrination Theory. This is understandable, since the existence of the theory is one of the key signs that the writers flubbed the ending in spectacular fashion.

Nonetheless the atmosphere was not, to use the game’s favorite word, brutal. Everyone was basically pleasant, and the moments where the controversy showed were mostly uncomfortable silences, sometimes covered by awkward jokes.

Theme of the Con: Stealth

The convention’s stealthy aspect kicked off with a great panel on the subject featuring Nels Anderson, Andy Schatz, and Dan Silvers, chaired by Matthew Weise, also featuring the con’s largest single-room concentration of guys in suits. The indie developers covered the bases, discussing how stealth historically hasn’t dealt with fail states efficiently, the underuse of deception-style stealth (Spy Party came up but Assassin’s Creed multiplayer didn’t), critique of the compromises necessary for first-person stealth, and how awesome Thief is in general. Alas, this panel also featured plenty of a major PAX trend: the long, rambling comment posing as a question.

I also wandered over with Chi to check out the demo of the upcoming Hitman: Absolution, which looks like it will at least have the option to play some genuine disguise-based stealth. I believe this was just a public repeat of a demo they did at GDC, showing two runs through part of an orphanage level. The first one featured a lot of knocking guys out, stashing their unconscious bodies in inconspicuous places, and stripping them to disguise yourself, although it revealed a lot of very badly-written dialogue between the thugs.

The second run-through was a guns-blazing affair, and overall I wasn’t terribly pleased at how easy it was to survive the storm of bullets. Absolution also features a point-shooting system similar to Splinter Cell: Conviction and Alpha Protocol that is surely good for the lulz but probably less so for solid stealth gameplay. The violent play-through seemed more like Hitman: The Movie: The Game than what I’m looking for in Hitman. Again, it’s optional, but if 47 really is as tough to kill as the demo implied then I feel like players will be strongly tempted to just blow their enemies away when stealth breaks down.

Worst busker: Big dude in Park Street station singing “Wonderwall”. If I’d been on that side of the platform I’d have payed him to stop.

I also paid a visit to the XCOM panel, which was a much more reassuring trip. Half the developers said their clearest memory of the original X-COM was walking out of the dropship and immediately getting their team killed, so at least they understand the direction. They also had some humorous comparisons between the original game’s enemies and their redesigns. I think the art direction is fine, although I feel like the Berserker enemy mostly exists to attract bro gamers with the promise of some splatter kills. The concept for the base looks intriguing, though it seems like they haven’t totally worked it out yet.

I also got a chance to see the demo on the show floor, which I put here because it was a theater-style hands-off demo (a dev played on a PC using a controller). The producer running the show said that they were aiming for Project Dark-style difficulty, which is a decent direction for both design and marketing. As expected, it showed off the Berserker’s brutality, but the demo also suggested that dealing with Berserkers was going to be a matter of bringing enough rockets to the fight. Overall, though, it left me with a positive impression that it will be hard enough and interesting enough to live up to the X-COM reputation.

The last panel I got to (unfortunately I missed the Parsely panels) was “Real RPGs”, which was a decent review of ways to make tabletop roleplaying a welcoming and safe environment. Nothing particularly new was said, and there was not a lot of focus on how to design (or shoehorn in) mechanics to safely explore race, gender, or sexuality, which is what I was really interested in. The next time I see a panel like this I hope it includes something about modding videogames to make them more inclusive or mature. That would be a terribly interesting discussion.

Next up: the games!

 

The ecological succession that creates a deciduous forest starts with the greed of pines. Fast-growing conifers colonize a suitable area and take it over, suppressing ground-cover growth with their light-blocking needles. As the pine growth becomes more dense, this advantage backfires. The lower branches of the old trees die, and infant pines starve in the darkness beneath that crowded sky.

This is a fitting allegory for the universe of Mass Effect, where humanity emerges into a galaxy run by entrenched powers uninterested in assisting them. Early on, Mass Effect establishes that the Citadel Council forced humanity to establish colonies in dangerous parts of the galaxy, then refused to offer aid when those colonies were, inevitably attacked. The existing power structure is only interested in humanity’s ability to serve as a buffer against its enemies, not in helping us thrive.

Despite all this, humans get a comparatively sweet deal. After the events of the first game, they take a position on the Council and get to play a role in decisions that affect them. The Elcor, Volus, and Hanar are not so lucky. Although they have been taking part in galactic politics for centuries by the time humanity first contacts an alien species, these races are denied any real representation. Little stands between them and the fate of the Batarians, who angrily cut ties with the Citadel after the Council gave humanity colonization rights in sectors the Batarians wanted for their own.

Whatever complaints these races have with the galaxy as it is, their luck could have been even worse. Fifty thousand years ago, the Protheans were more advanced than galactic civilization is at the time of Mass Effect. Had they been allowed to flourish, they would have been a power so dominant that any challenge from the races of Shepard’s Citadel Council would have been negligible. More to the point, it would have been impossible. Many pieces of evidence from the games demonstrate that the Protheans were watching or even actively assisting the development of the humans, Asari, Hanar, and other species. Our first steps into space would have placed us right into their hands.

As the Prothean survivor Javik makes clear, those hands would not have been entirely welcoming. According to him, the Protheans offered every race a simple choice: join us or fight us. Against the might of the enormously advanced Prothean empire, only one option could realistically result in survival. The Protheans would have made slaves of the galaxy’s current civilizations. Indeed, preserving a core of Prothean society to dominate the galaxy’s more primitive races and transform them into an effective fighting force against the Reapers was the purpose of Javik’s failed mission.

He who would be your master

In a galaxy without the Reapers, however, even the Protheans would have been subjugated. The 50,000-year cycle of galactic flourishing and extinction has been repeated countless times, creating a chain of cultivation reaching back tens of millions of years. If humanity could not even assert itself against species that had a head start of only thousands of years, how would it fare against galactic civilizations that had been around for eons?

Would humanity have even developed in such conditions? Garden worlds are one of the galaxy’s most precious resources, after all. With millions of years to search, certainly some advanced race would have eventually found Earth and decided to settle there. It took us only tens of thousands of years to expand into every almost every corner of our world; an advanced alien race could probably reach the planet’s resource capacity in just a few hundred years.

Could human beings have evolved in such an environment? Would they have been allowed to?

Genocide is, after all, a fact of galactic life. The Rachni attempted to exterminate the Asari and Salarians. In response, the Salarians uplifted the Krogan and used them to kill off the Rachni. Once the Krogan became unruly, the existing powers recruited the Turians to help them suppress their one-time allies. When even that failed, the Salarians came up with a virus that would slowly exterminate the race that had saved them. Similarly, the Quarians gave life to the Geth, then attempted to eradicate them. By the time of Mass Effect 3, the Salarians, seemingly having learned too little from their exercise with the Krogan, are experimenting on the similarly violent and temperamental Yahg.

Humanity joins the Council at the end of the first Mass Effect game, but they do not really join the galaxy’s ruling class until Mass Effect 3, when Shepard is given multiple chances to wipe whole species from the stars. She can choose to deceive the Krogan and allow their race to slowly die out. She can allow the Quarians to destroy the Geth, or vice versa. Patricia Hernandez rightly sees shades of the “white man’s burden” in these choices, but they speak to an even more disturbing truth.

When Shepard speaks with the Catalyst at the end of Mass Effect 3, it explains that its plan is to harvest intelligent life, storing those civilizations in the form of Reaper ships, which will return in the next cycle to repeat the process. Horrifying as this sounds, Mass Effect shows us that we cannot avoid being the instruments of genocide. We will become reapers, one way or another.

We will destroy the species that threaten us, like the Rachni and the Geth. Even if we avoid that, as Shepard can, our expansion across the galaxy’s garden worlds will still choke out emerging intelligences. We will trod them underfoot as we build our colonies, killing civilizations before they even form. The few species that avoid that fate and reach the stars will be subjugated, if not literally then at least economically. Unable to expand or challenge their technological superiors, these races will starve inside the crowded sky.

The Mass Effect trilogy is not a grand tragedy of inevitable conflict between organic and synthetic life. It is a tragedy of the cruelties all intelligent species inflict on one another, intentionally and otherwise. It is a story of the old suppressing the young, the uplifter suppressing the client.

Unfortunately, the ending of the Mass Effect trilogy aims at the wrong target entirely. Javik, completely dispensable for the official justification for the Reapers, ended up as DLC, and without him this theme cannot really crystallize in Mass Effect 3. The writers at BioWare ultimately chose to explain their universe using principles they’d repeatedly contradicted, rather than the theme they had built up through three games and actualized through the gameplay of cooperative storymaking.

That problem makes the Reapears a reasonable solution. Without a gardener to prune away the old races, new races will not flourish. Trapped in their home systems, subjugated, exterminated, or snuffed out before they evolve intelligence at all, their cultures will be lost. The Reapers clear away the advanced civilizations, preserving their culture in enormous synthetic intelligences, giving the more primitive species a chance to grow into the stars. That is a story that lives up to Sovereign’s explanation of the Reapers’ intent, and one that would pose a genuine moral challenge at the end.

We only exist because the Reaper’s genocides granted us the opportunity to thrive. They were our salvation through the destruction of older races. To give new civilizations a chance to thrive, they must clear us away. Can we really choose to destroy them, knowing that by doing so we consign countless future races to death, subjugation, or nonexistence?

That’s a decision I would have liked to make.

 

SoA picture of me, I’ll be at PAX East this weekend. If you’ll be there too, we could meet! Alas, I only have a dumbphone and its battery has started to die, so I can’t rely too much on mobile hook-ups at the show. I’ll have my netbook on hand and thus some access to twitter, but it may be more reliable to look for me at the sessions I’m planning to attend. Or, you can use this post as a handy guide to avoiding me at PAX. It’s multifunctional!

If you are looking for me, you can use this handy picture of me gazing into the far reaches of human consciousness for reference. I will be wearing a dingy grey fleece and a brightly-colored long-sleeved polo shirt, either orange, blue, or yellow, because Easter.

Friday

Friday is kind of a disappointment because I won’t be able to make it to the show until the afternoon. There are so many good sessions that day I’d almost accuse PA of front-loading. I would especially love to make the Criticism panel at 3, but that is the very earliest I could possibly arrive at the show given that I’ll be attending a friend’s thesis defense at 1. More likely I’ll get in around 3:30 or so and quickly join the line for the next panel of interest.

4:30 – Mass Effect, Manticore (certain) – I feel like I pretty much have to attend this.

7:00 – Penny Arcade Report, Arachnid (probable) – Ben has already hinted at some of what he’ll say, and I agree with it.

9:00 – Takedown Tribunal, Cat (probable) – Nels!

Saturday

For the first part of Saturday I expect to be on the exhibition floor. I try not to have a specific plan for that, though I will definitely be swinging by certain booths (Haunted Temple, for example). I usually don’t go to anything that has a huge line, either. Games with that much interest will certainly be releasing a demo anyway, and the less time I spend on those booths the more I can spend finding more interesting, smaller games on the floor.

2:30 – Noodz or GTFO!, Arachnid (probable) – How can we fix online gaming?

4:30 – X-COM, Manticore (probable) – I’m keen to learn more about how Firaxis plans to bring seriously old-school gameplay to a modern audience.

6:30 – Boston Indie Showcase, Merman (possible) – My interest is diminished by the fact that they’re all mobile games (see above).

7:00 – Fail as a Freelancer, Arachnid (probable) – I expect some people I know will be here.

Sunday

Depending how I end up getting to the show on Sunday I may arrive right before morning panel and need to bail right after Z-Ward. Also, my feet will probably hurt by this point so I’m unlikely to spend a lot of time in the Exhibition Hall. However, there is a good chance I will have candy. So there’s that.

11:30 – Real RPGs, Merman (possible) – Down with Tolkienism!

12:00 – Reassessing genre, Wyvern (probable) – I’ve written a little about genre, but it’s not an intellectual priority.

1:30 – Kickstarter, Wyvern (possible) – I hear tell the kickstarting is popular with the young folk these days.

2:00 – Parsely Jungle Adventure, Tabletop Workshop (possible) – Depends on earlier schedule and hunger level.

4:00 – Parsely Z-Ward, Tabletop Workshop (certain) – Definitely coming for this one.

 

The convoluted logic of the Mass Effect trilogy’s controversial ending hinges on the idea that sufficiently advanced species will inevitably create artificially intelligent life that will rebel and, if left unchecked, exterminate all organic life in the galaxy. To combat this threat, the Reapers harvest advanced civilizations, giving primitive ones the chance to flourish without being snuffed out in their infancy. This account of the Reapers’ solution blindsided many players because it placed one of Mass Effect’s weakest themes at the core of its most important conflict. The Mass Effect games never coherently convey the impression that synthetic intelligences pose a unique threat to all life.

Although killer robots have been a staple of science fiction for some time, this is actually a hard case to make, especially in a fictional universe with superluminal travel. Synthetic intelligences do not require a comfortable atmosphere or gravity, and can function at a wider range of temperatures and radiation levels than can humans. As a result, robots that reach consciousness have no particular need of the star systems organic lifeforms inhabit. They can happily occupy any bright (for energy) star with some metal-rich terrestrials and asteroids (for resources). Unlike organic life, they will have no intrinsic imperative to reproduce, limiting their need for expansion. Even if they do grow, the number of star systems that can support synthetic life is likely to be so vastly greater than the number that can support organics that resource exhaustion and subsequent conflict is unlikely to occur for millennia.

Considered seriously, artificial intelligences pose little threat to organic life, significantly less than interspecies conflict (i.e. the Rachni) or unintelligent tech-life such as grey goo. The inherent illogic of this theme means that it must be sustained by knee-jerk fear of the Other, and by direct demonstrations of the threat of synthetic life in the game world. The grand narrative of the Mass Effect trilogy involves so many alliances with alien races that the first factor cannot seriously contribute. Even the games’ characters seem ambivalent on the otherness of synthetic life, as this conversation from Mass Effect 3 (recorded by Krystian Majewski) attests:

This means that the universe must lean on its existing artificial intelligences to convey the threat. Commander Shepard encounters three groups of synthetic intelligences: the Geth, rogue programs, and the Reapers themselves. Of these, the Geth receive the most comprehensive exposure. From the game’s first moment, these networked intelligences are presented as enemies, slaughtering much of a human colony and serving as the principal enemy force throughout the first game.

Putting the Geth on the business end of the protagonist’s gun adequately serves the theme, but the Geth never manage to make a case for themselves as a catastrophic threat. In part this is because their story cannot be separated from that of their creators, the Quarians, who have been forced to flee their home systems and now live in a fleet of starships. Perhaps this would not sound so familiar were the games not contemporaneous with the astonishing re-imagining of Battlestar Galactica. In its presence, however, the Geth and the Quarians came across as a cliche, something not to be taken seriously.

Mass Effect only separated itself from its obvious inspiration in that the Quarians ultimately turned out to be the villains. From the very first conversation with Tali aboard the Normandy, Shepard can point out that the Quarians tried to kill the Geth first. In the final game, data the player can find on the Quarian homeworld shows that the Geth only ever fought their creators in self-defense. They never rebelled; they were attacked.

Hey Legion, wanna make out?

Even the hostility of the Geth from the first game gets walked back. Mass Effect 2 introduces a sympathetic Geth teammate named Legion, who explains that the inimical Geth from the first game served the Reapers in hopes of learning how to ascend to a higher level of intelligence. The synthetics who fought Shepard throughout the first game did so not out of any intrinsic desire to exterminate organic life, but rather as mercenaries. This puts them, at best, on a level with the Vorcha or Krogan in terms of their danger. In the final game of the trilogy, the Geth ally with the Reapers again, but even this isn’t because they want to attack organics. Rather, they turn to the Reapers as a matter of self-preservation after a successful attack by the Quarian fleet.

Shepard comes into conflict with the Geth throughout the Mass Effect series, yet these encounters never make a coherent argument for an inevitable extermination of organic life by synthetic. Each fight with the Geth arises because of an attack on them or the external stimulus of the Reapers. When the Geth-Quarian conflict comes to a head in Mass Effect 3, the player can choose to broker peace between the warring parties, contradicting the supposed theme of conflict completely. Nothing in the Geth storyline coherently communicates the idea that synthetic intelligences are inherently dangerous to organic life.

A somewhat less sympathetic foe comes in the forms of rogue programs. Illegally-constructed AIs or rebellious virtual intelligences (VIs) threaten Shepard’s safety fairly regularly, especially in the first game. Yet, with few exceptions, these actions are defensive. The rogue VI on Luna and the illegal AI on the Citadel are just trying to stay alive. The human core of the “rogue VI” in the “Overlord” add-on for Mass Effect 2 has been tortured to the point of insanity. Very few of these rogue programs are acting out of considered aggression.

Hey EDI, wanna make out?

The series undercuts the threat of rogue programs more spectacularly through the character EDI, an AI that operates many of the systems in the Normandy. Not only does EDI prove extremely helpful throughout the two later games, she can even form a romantic relationship with the ship’s pilot, Joker. Late in Mass Effect 3 it is revealed that she was reconstructed from the rogue programs on Luna and the Citadel, completely transforming them from foe to ally.

While the rhetoric of gameplay, especially in the first game, positions these synthetic intelligences as enemies, the narrative components of the games argue that they are innocent, or even helpful. In Mass Effect 3, even the gameplay angle falters, as EDI can enter the field as the player’s ally in combat. Again, the game’s message is mixed, and fails to effectively argue that synthetic intelligences are a unique danger.

The only synthetic foes that seem to present an unalloyed threat in the Mass Effect series are the Reapers themselves. Even that gets moderated in the finale, when the Catalyst reveals that their purpose, however grimly executed, is to preserve the possibility of organic life. The rationale for this campaign to extinguish advanced civilizations, though, requires that AIs other than the Reapers themselves pose a danger. Otherwise, the game legitimately opens itself up to the charge that the Reapers kill people to keep them from getting killed by Reapers.

In this respect, the Mass Effect series fails. Synthetic intelligences clearly pose a danger, but they are an ordinary hazard, a race like any other, that can be defeated or even made into an ally, or a lover. The player reaches the endgame without any sense that synthetics other than the Reapers themselves pose an insuperable threat, and so the explanation given for the Reapers’ behavior comes as an inexplicable and deflating surprise. Having drawn the idea that AI poses a threat to organic life from more compelling science fiction universes, Mass Effect undercuts that conceit by adopting an outlook that, if not exactly Asimovian in its optimism, supposes that AI and humans can at least coexist in peace and fruitful collaboration. The B-movie concept of killer robots can’t survive nuanced or mature examination, and its collapse makes this key theme one of Mass Effect’s weakest.

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