Book Review: John Scalzi’s Old Man’s War

I’m excited about this! I’ve got another book review up at themittani.com. This one’s on Old Man’s War, which I went years without reading despite (or maybe because of) the great reviews. It took meeting John at a mutual book signing to get me to take the plunge.

One of those cool oil painting covers that has nothing to do with the story.

But that’s not why I’m excited about sharing it. Every time I write a review, I get a pile of great book suggestions from readers, and I’m looking forward to more. Greedy? Maybe. Don’t care. :)

Check it out and let me know what you think, and what you think I should be reading.

ComicCon Wrap-up

So, I went to ComicCon, and it totally wiped me out.

Then I realized it was only Thursday, and I had three more days to go.

I’m still recovering from the event, but I wanted to get down a couple of thoughts and notes before I forgot them entirely, even if it’s just a basic list format.

The Good

  • The panel on Sunday was great fun. I can’t thank John Scalzi enough for his thoughtful and considerate moderation, and my fellow authors on the panel for being so insightful and down to earth. I’ve got more to say about those folks, but I’m saving it for the next couple weeks as I finish reading some more of their books.
  • The book signings (both of them) were so much more fun than I’d expected. It turns out, it’s really kind of inspiring and wonderful to meet hundreds of people who are just very, very excited about reading a good story. I met one couple who come to ComicCon annually to stock up on books to read during the other 51 weeks of the year — one of the guys was carrying a huge pack with their current hunting spoils (53 books, once Hidden Things was tucked inside), while the other was gathering up titles for his mom. A lot of folks down deep in the business of making books don’t get as much time to simply read, and it’s really good to meet people whose enthusiasm reminds you what a good and important thing that is. After I got done with the signings, I went on my own little book hunt, and left the Exhibition Hall with almost two dozen books of my own.
  • Child Watch — we didn’t take advantage of this (certified, well-regarded) on-site daycare service on the first day of the Convention, and I’m pretty sure if we had, Thursday wouldn’t have been quite such a Trail of Tears.  Sean is an angel, but the press and constant movement of ComicCon proved too much for me, let alone an eighteen-month-old. The Child Watch room was an oasis of calm, colorful toys, and happy kids, and to be honest sometimes I ‘checked in’ on Sean just to get a few minutes of peace and quiet.Think about that: visiting a big room full of playing kids — all less than 4 years old — was actually relaxing. That sort of puts the rest of ComicCon in perspective.

The Bad

  • The “SCHED*” online scheduling site. If ComicCon did a smart thing in outsourcing their child care, they did a comparably stupid thing in using SCHED* to share their schedule of events with the internet. I don’t want to get into it in depth, as I’ve already bored a number of people with details of the many and varied ways in which the site failed to work, depending on which browser platform you’d selected for delivering that day’s dose of impotent frustration, but I will say this: even if the site had worked perfectly (which it does, for some) it still didn’t include The Masquerade in its list of events that an attendee might want to know about. For any experienced ComicCon attendee, that alone should illustrate the degree to which the site was only a rough approximation of ‘useful’.I received a great number of emails from the ComicCon staff in the weeks and months following my official registration. Any one of them could (and should) have included a PDF of the schedule, as a slightly lower-tech backup to that terrible, terrible site.

The Ugly

  • There’s a lot of stuff going on at or around ComicCon that isn’t officially part of ComicCon — this has always happened, but while it’s becoming more prevalent and the events are getting bigger and cooler, the means of communicating about it hasn’t gotten much past the word of mouth stage. For example, I understand that Geek and Sundry took over a nearby business for most of the week and ran games featured on Tabletop pretty much non-stop the whole time — that’s an awesome thing, but if you aren’t alreadyfollowing Geek and Sundry via some social media, you’d never know it was happening.Geek and Sundry is the example, but it certainly wasn’t the only cool thing organized near the con, in a space that was better able to host it. In every instance, if you weren’t already following the people behind the Thing In Question, there was little to no chance you’d hear about it at the Con. That kind of arrangement doesn’t give ComicCon attendees something new to check out, and doesn’t help groups like Geek and Sundry reach a bigger audience.  Maybe those groups need to put adds in the ComicCon pamphlet — maybe they need to put up posters. Maybe they should set up the real-world social equivalent of a GOTO command at their on-site booths. There are many possible solutions — they need to try some of them.

All in All

I had a great time, despite some rough patches. My wife and I are still talking to each other, which is a HUGE plus. Despite the trials of having Sean along, I cant’ wait to have both him and his older sister with us next year.

Contest Winner! Reviews! ComicCon Super-Special Wordfinder Puzzle EXTREME!

(Warning: I’ve got a bunch of use-em-or-lose-em exclamation points I needed to get up on the blog before they go stale. Seriously: leave them out too long and they start smelling like banana peels.)

Contest Winner!

Three cheers (and an ARC of Hidden Things) to The Original Edi for her submission to last week’s microfiction contest. In addition to the book, I’m also granting Edi the title “Biggest Fan I Have Who Hasn’t Actually Read the Book Yet” – a coveted rank of nobility she will be inheriting directly from parents, who no longer qualify.

(Related: Waiting for your non-genre-reading family members to finish your book? Nerve-wracking.)

Reviews (and Mentions)!

There’s a lot of these floating around, considering the actual book’s not out yet.

Publishers Weekly started off with a pretty nice one, calling Hidden Things “a satisfying blend of noir and magic”, which makes it sound like a story that should be served in a highball glass. I approve.

Douglas Lord, who writes the always-fun Books for Dudes column for Library Journal, already gave Hidden Things some love at Book Expo America. I would have been entirely happy with that, but in his most recent round of reviews he had even more to say: “Calliope Jenkins is kind of an asskicker. Independent and sexy (not in a girly way), she’s a private investigator in the VI Warshawsky mold.”

And winning the award for Sentences I Never Thought I’d Write: MTV has some great things to say about the ComicCon panel I’m going to be on next weekend with John Scalzi.

I… don’t even know how to parse all the Surreal and Awesome contained in that one line.

Speaking of ComicCon!

I really really really want to give away at least one if not several ARCs at ComicCon, but I’ve kind of got stuck on the “how”, because I don’t have time to judge anything, but at the same time I don’t want to just hand one out to the first guy who walks up and says “Hey. Gimme a book.”

So, in honor of a dear friend I don’t see nearly enough right now, We Shall Have a Puzzle!

Once upon a time, just for fun, I designed a title page for Hidden Things, inspired by a scene in the book. For reasons that remain an utter mystery, Harper actually decided to use it, which made me really happy. Here’s my version, which is not as awesome as the version in the final print:

So here’s the contest:

There are 23 words in this puzzle that relate to the story.

Click on the image to get the big version and print it. Find them all. Circle them all. As one does. Five of the words have already been revealed, so, really, I’ve done like… half the work for you. (Shut up.)

Be the first person at ComicCon to present the completed version to me, and I will hand you an ARC and a pile of respect, because half the time I can’t find them all.

If you find 23 words, but it’s not the official 23 words (or if you find way more than 23), that will also count, especially if the unexpected words are cool.

But How Do I Find You At ComicCon?

Oh, right! Here’s the official times and places for my ComicCon Stuff:

  • Sunday the 15th, 10-11am — Stunted Fools, Scary-Ass Clowns, Enlightened Orangutans, and Other Devilish Charmers:  Humor in Science Fiction and Fantasy panel, Room 25ABC. If you can’t snag me there, all the authors on the panel will immediately be heading to…
  • 11:30 to 12:30 — Signing Session in the Sails Pavilion autographing area, alongside everyone from the Stunted Fools panel.
  • 12:30 to 1:30 — Yet more signings, this time at the HarperCollins Booth (#1016).

Also, I’ve been informed that Friday I’ll be somewhat easy to identify, as I’ll be the guy dressed up as Jayne, wandering the Con with Kate (Kaylee Frye) and Sean (Wash), and you for damn sure will see me at some panels, acting like the squealing fanboy I am.

Is that it? I think it is.

… crap, I still have exclamation points left over.

Building Better Worlds: Thoughts on Prometheus

I grew up thirty miles from the closest town with a movie theater, a venue with one screen and a hundred and three seats, run by the same family that owned the drive-in (one of the only drive-ins still running in South Dakota, now owned by kids I went to high school with). They ran stuff like Goonies and Mannequin and Grease II. I remember the summer Gremlins came out — it was the only film they played at the theater or the drive-in for three months, because it brought in enough people every weekend that the owners never saw any point in ordering something else.

I was only eight when Alien released, so I’d be guessing, but I think it’s safe to say it didn’t feature on the marquee in my home town. Ditto Aliens.

My first encounter with a xenomorph didn’t come until the summer of 1990. I was sub-letting a room in the town where I attended college during fall and spring semesters, paying a hundred twenty bucks a month for full access to a rambling old house, which meant a place to crash, some room in the fridge, and abrupt conversations with my summer housemate, a bronzed college track star who worked the same CNA job I did at the local hospital and told me two or three times a day that my heart rate was too high. I spent Tuesday and Thursday evenings and most of Saturday afternoon practicing T’ai Chi in the park, and the rest of the time I was on my own.

I rented a lot of movies.

One of them was, inevitably, Alien.

I remember my first viewing very clearly. It was Friday night, the start of a weekend where I wasn’t working any shifts at the hospital. My housemate was out of town, the lights in the house were all off, and I padded around the place, trusting my spatial memory to protect my toes (a habit I’ve kept, to my family’s dismay). Alone in a big, rambling, half-familiar house in the center of the simmering crockpot that is Vermillion, South Dakota in the summer, I popped the tape in the VCR, planning (since I’m really not that big of a horror movie fan) to take breaks from the viewing whenever the creepiness got too high.

I think I finished watching it Sunday afternoon. Maybe Monday.

As my housemate was fond of pointing out, my heart rate was too high.

Still, I loved it, immediately moved on to Aliens, and revisited both of them many times in the years the followed. Time passed, and I fell into reciprocal orbits with a number of other gamers at school. Our gather points varied, but one of the constants was the fact that there was usually a movie playing in the background — something that someone actually owned and which we all knew so well it was more of a white noise generator than entertainment. Empire Strikes Back was a favorite, but Aliens was there as well. We could have whole conversations that were nothing but movie quote ping pong.

And god we loved to talk about them.

We’d theorize, argue about canon interpretations of certain scenes, play what-ifs with prequels or sequels (like those would ever happen), and just generally do what members of our tribe are known to do to pass the time.

Obviously, Star Wars talk was huge, of course, but the Alien/Aliens setting — the Weyland-Yutaniverse? That was always rich ground for a good geek argument.

And the reason for it was one of the things that made it one of my favorite sci-fi movie series (still true with the inclusion of Alien3, Alien Resurrection and yes: even AvP) — there was so much of the setting that wasn’t spelled out. Whole swaths of background, history, and politics were sketched in or vaguely implied with a throwaway line here, a stage-dressing spray-painted logo there.

Consider: in Aliens, Ripley gets called on the corporate carpet for the loss of her old ship. Later, she’s sent along to investigate missing transmissions from a Weyland-Yutani colony. But… there are military forces going alone? Weyland-Yutani is important enough the government sends in troops to investigate their colonies? Wow, they must be powerful. Except when push comes to shove, even a lowly sergeant can decide to nuke the place, over the protests of the nearest executive. Is that okay, or only technically okay, and there will be a huge political fallout later? Who’s really got the power in that situation, long term? Who can say?

I’ll tell you who: we could say, and we did. Hours, days… entire semesters would revolve around some debate or another about the flow of political power in a network of colonized worlds we never got to see, the efficiency and mechanical design of caseless projectile weapons, the legality of Hicks’s old shotgun, and a hundred other things, big and small.

Why?

To quote one of the “scientists” in Prometheus, we did it because we could. It was a vast, rich, dystopian scifi setting where so much was left open to interpretation. Even when more was added to the ‘canon’ of the setting by later movies and books, all it did was expand the square footage of the space, rather than constrain it.

What a playground.

Could You Get to the Part About Prometheus?

I told Kate this morning that if it weren’t for select portions of the internet kind of… exploding over this movie, it simply wouldn’t have occurred to me to write a post about. I saw it, I enjoyed it, it did what I hoped it would do. Satisfied customer, the end. Heck, given the difficulty with getting my six year old to really invest in a Ridley Scott movie, I probably might have even ended up missing it in theaters and watching it at home.

Kate saw it before me, though, and sent me off last night to see it solo, because “I have questions, and you know the Aliens movies much better.”

So I went, came back, and fielded Kate’s questions. With one exception (Yeah… why were all the ancient star maps pointed where they were? That’s… odd.), I found I had answers readily available.

Kate… didn’t seem entirely satisfied.

But I understand why. In most of those cases, my answers came from the same place all my answers come from when it comes to this collection of movies — me, interpreting what I saw and inferring a hell of a lot from what was implied. I gave Kate answers, but as often as not they were my answers — my personal take on the explanation — rather than a specific line or scene I could point at and say “this is why.”

To me, that makes Prometheus right at home with all the rest of it kin. It’s one of the main reasons I like ’em so much.

I’ll watch pretty much any movie (even if I deeply regret it later, 2012), but my favorites will always be movies (and, come to that, books) that don’t explain it all; that don’t paint in all the numbers and answer all the questions — the ones that make offhand comments that imply worlds’ worth of background that could be interpreted a hundred different ways, and then fail to explain themselves thoroughly. Prometheus does that, leaving me turning over a small mountain of potential ideas and what-ifs, and I like it for that reason.

I also like it for a lot of other reasons (not least because it’s basically Alien, reskinned, and Alien was pretty good), and all the stuff I like lets me overlook the (relatively small) list of things I didn’t.

Should you see it?

I’d say yes. It is (I’ve gathered) a polarizing movie — you’ll probably either love it or hate it, but really, there’s only one way to know, and it’s not by reading someone else’s review.

Especially mine.

Book Review: Blackbirds, by Chuck Wendig

I’m a sucker for amnesia stories.

You know the kind I’m talking about: Our hero wakes up in a hotel room with no memory of who he is or how he got there. There’s a pounding on the door, the landlord’s hollering that this week’s rent is due, the nameless protag opens the door, and the cops burst in, pinning him to the bed and reciting Miranda for the murder of so and so and OH MY GOD WHAT’S GOING ON?!? Dark City‘s a good recent example, but it’s something I’ve loved since Corwin woke up in a hospital bed in Nine Princes in Amber.

There are any number of acceptable and equally fun variations on this basic idea, a lot of them circling around the idea that the protagonist is investigating some blank spot in their recent history, trying to learn what happened and how they were involved — bonus points if it starts look like they themselves are the killer/criminal/victim they’re trying to find. I ran into a fun twist on this not too long ago in Richard K. Morgan’s Altered Carbon, a sci-fi detective story where the main character’s memory is fine, but his new body (not-so-gently used, one previous owner) has a number of dark secrets; it’s was a really good way for me to scratch that itch.

Chuck Wendig‘s come up with another one.

Let me introduce you to Miriam Black. She’s got a hell of a party trick: give her a little skin-to-skin contact (fingertips, lips, elbows on the subway, whatever), and she gets an instant, full-color, down-to-the-second replay (preplay? foreplay?) of your death. Pretty cool. Pretty dark. Pretty bad ass. That’s Miriam Black.

At least that’s what she wants to world to think.

Truth is, if you watch Miriam for a little while… if you listen to her talk (she loves to talk) and notice how she goes out of her way to alienate anyone and everyone with whom she comes in contact (emitting a stream of viscous, vicious, venomous dialog that fills a defensive moat only the brave or stupid would try to cross), you realize that that Miriam hurts. She blames herself for every death she’s ‘witnessed’; dies a little bit every every time a soul she’s touched shuffles off this mortal coil (no matter how much of a human stain they happen to be). She’s damaged goods, brother, and she’s getting worse, not better.

Miriam Black knows when you're going to die... and she will do anything to convince herself she doesn't care.

“Sounds interesting,” you might say, “but where in all that is your little amnesia fetish getting sated?”

Well see that’s the interesting bit.

Miriam, road-weary and cynical, has a chance encounter with someone… nice. Someone she likes almost immediately. Someone she might even become friends with; a granite block of a human being who’s maybe tough enough to withstand the wear and tear of the shit storm that is Miriam’s life.

Inevitably, she reaches out for a bit of human contact, and sees her new friend’s death.

Murder. Violent and nasty. In a month.

And, somehow, Miriam is involved. Somehow, she’s there when it happens, and does nothing.

That’s when Blackbirds got me.

I don’t know how to tell you what this book is — a paranormal sci-fi conspiracy horror murder-mystery roadtrip? Maybe. It isn’t even an amnesia story, not really, because you can’t really have missing memory of something that hasn’t happened yet.

Except… Miriam can.

How can I sum this up? How can I give you the one-line morsel that will send you off to find the rest of the meal?

If Phillip K. Dick had lived Charles Bukowski’s life, he might have written Blackbirds.

Might have, I say, because I doubt he (or certainly Bukowski) could have given half as much depth to Miriam as Wendig shares, and it’s Miriam that makes Blackbirds work. The gritty asphalt fantasy that makes up the plot? Don’t get me wrong: that’s great stuff, but it’s poor, damaged, desperate Miriam that brings the whole thing back to where we live.

You may not like her (she’ll be happier if you don’t), but you’ll care.

Just see if you don’t.

Mass Effect, Creative License, and the Rights of the Player in a Story/Game #me3

This post is (thankfully) going to be shorter than yesterday’s. I wasn’t going to write another one on this topic at all, but there was a really good comment on yesterday’s post that led to a really long reply on my part — so long that I figured it would be better served as a post of its own.

The reason it’s interesting to me is because it has to do with the weird line between the traditional cultural definitions of “story” and “game” that a product like Mass Effect walks.

So, yesterday, Kaelri wrote (in part):

Frankly, I do believe that art is inviolate – that is to say, I don’t believe an artist has some sort of moral obligation to address the grievances of audience members who don’t happen to like what they came up with. If I’m a fan of a thing, it’s because I found the product and liked it; and if I choose to support it, as an advocate or a consumer or both, they still don’t owe me nothin’. Maybe they “should” pay attention to me for the sake of their business model, but that’s different from saying they “should” listen to me as though my fandom makes me a shareholder in the creative process.

First off, I get exactly where you’re coming from. I would even agree with you — when it comes to traditional media, a writer or really any creative person of any kind is not obliged to make fan-demanded changes to their work, unless they’re trying to make a more saleable product, or they just want to because their work would be better that way.

They can refuse, as I said in my original post — it might mean they never get published or that they never reach a wider audience, but that’s entirely their choice… when it comes to traditional media.

But, as I said yesterday, Mass Effect is something other than traditional media, which is why I’m going to disagree with you when it comes to this particular artistic work, and others like it:

I believe that we — the participants in the Mass Effect games — are co-creators.

Now, that’s a big statement, so let me dig into it a bit. This certainly isn’t true of every game out there — no one is complaining that they didn’t get enough creative input into the ending of Braid, because that isn’t what Braid is about — it’s not that kind of game.

Mass Effect, however, is that kind of game. It’s a conscious and (as I said in my made-up LotR example) difficult thing to do, but it is undeniably a can of worms Bioware chose to open, and once it’s open, they’re pretty much stuck with the consequences. The players have control of a lot of stuff that happens in the game series, if only with a binary yes/no level of input, and having extended them that authorship power you have, to a greater or lesser degree, given them access to the canvas and the right to call foul if they disagree with what you’re painting.

Again, this is not the case in every game out there (and it is not true of any traditional media of which I’m aware), but it is the case with Mass Effect. I can (with studious and somewhat questionable effort) entirely remove even someone like Garrus from all but a few scenes in the entire game series (the equivalent of having Samwise in one scene in Fellowship, no scenes at all in Two Towers, and writing him in as a bit-part escort for the last couple chapters of Return of the King). I decide whether many if not all of the character’s live and die and, with ME3, my influence is extended to the point where I can effectively wipe out two whole species.

It’s fair to say that Bioware is steering the A-plot, but when it comes to dictating the very tapestry against which that plot plays out, I am being dealt a lot of cards, and the hand that I play is a strong one. Certainly, my control over the personal stories in all three games is ironclad, and would be argued by many to be the most important and interesting bits.

So am I, at some level, a co-creator?

In indie tabletop RPG design, there’s an idea that some call “The Impossible Thing Before Breakfast.” It refers to the classic, old-school RPG notion that “The GM is the author of the story and the players direct the actions of the protagonists.”

The term was coined to illustrate the fact that story is made of the actions and choices of the protagonists, so claiming to control one but not the other is senseless. If you have influence on the story at all, you exert influence on the protagonists, and if you truly control the actions of the protagonists, you have real and concrete influence on the story.

Or you should.

And, to be fair, Bioware did a fantastic job throughout ME1 and ME2 with giving players that kind of control and influence. (They’re not as good about it in ME3, but they’ve (sadly) compensated by becoming very skilled at disguising a lack of choice with something that feels like you’re making a decision.)

I would say that one of the biggest problems with the end of ME3 — or at least the part that causes the loudest initial outcry — is that it very baldly revokes that player-authorship at the point in the story where the players want it most.

To say that the players — while certainly not equal partners in the process, but creative contributors nonetheless — should have no say in the conclusion of the story they helped create is unfair, and to defend it by hiding behind “artistic expression”, as Bioware has done, is an insult to the players’ input throughout the series and a rather crude misrepresentation of what Mass Effect has been to both the creators and the players for the last five years.

Mass Effect, Tolkien, and Your Bullshit Artistic Process

It may seem a bit odd that I’m posting this here rather than on my gaming-related blog, since it is about the Mass Effect game series and other related geekery. I debated where I should post it, but ultimately this is about writing as much or more than it’s about gaming, so here it is. Everything that follows is my opinion and, further, is infested with spoilers for both the Mass Effect series and, I suppose, The Lord of the Rings. Reader beware.

In late February, I said (on twitter) that I thought the Mass Effect universe was probably the most important science fiction of a generation.

Since then, the executive producer for Mass Effect 3 has been working tirelessly to get me to retract that statement.

If you follow gaming news at all, you’ll already know that there have been great clouds of dust kicked over this particular story — the gist of it is that Mass Effect was brought to a conclusion with the release of Mass Effect 3 (note: not brought to its conclusion, just brought to a conclusion — more on that later), and while 99% of the game was the same top-notch, engaging, tear-inducing stuff that we’ve come to expect, the last five minutes or so is a steaming, Hersey’s Kiss-sized dollop of dog shit that you are forced to ingest at the conclusion of the meal, like a mint, before they let you out the door.

It’s fair to say that it’s soured many players’ impression of the experience as a whole.

Now, I realize that many of the folks reading this may not have played through the Mass Effect series. First of all, that’s really too bad, because it is very, very good both in terms of play (which steadily improves from game to game) and story (barring one steaming exception) and (I think) completely worth the time.

But secondly, I’d like to keep you non-ME people involved in the conversation, so I’m going to draw a comparison that I think most anyone likely to visit here will understand, so that we can all proceed with reasonable understanding of the issues.

Let’s pretend for a moment that The Lord of the Rings was released not as a series of books, but a series of games. More importantly, the company behind the series decided to do something really hard but rewarding with the game — they were going to let you make decisions during play that substantively altered the elements of the story. That means that some of people playing through this Lord of the Rings story would end up with a personal game experience that was pretty much exactly like the one you and I all remember from reading the books, but that story is just sort of the default. Whole forums were filled up by fans of the series comparing notes on their versions of the game, with guides on how to get into a romantic relationship with Arwen (the obvious one), Eowyn (more difficult, as you have to go without any kind of romance option through the whole first game, but considered by many to be far more rewarding), or even Legolas (finally released as DLC for the third game).

And that’s certainly not all of possible permutations. Some players actually managed to save Boromir (though he leaves the party regardless, but gets you a whole extra army in the third game if he’s alive, and makes Denethor much less of a pain in the ass to deal with). Some folks don’t split up the party, and spend most of the game recruiting supporters through the South and North, from Aughaire down to Dol Imren. For some, Gimli dies at Helms Deep; for others only Merry escapes into Fangorn (which makes recruiting the Ents all but impossible). Hell, there are even a few weirdos who chose NOT to recruit Samwise back at the beginning of the story, and actually play through the whole first game without him (though the writers reintroduce him as a non-optional party member once you get ready to leave Lothlorien).

And what about the players who rolled the main character as a female? That changes a LOT of stuff, as you might well imagine. (Though, thankfully, all the dialogue options with Legolas are the same.)

Are you with me so far?

Okay, so you’re playing through this game — you’ve played through parts 1 and 2 several times, in fact, sometimes as a goody-two-shoes, and sometimes as a total bad-ass. You’ve got a version of the game where you’re with Arwen, one with Eowyn, one with Legolas, and one where you focus on Frodo and his subtle hand-holding bromance with Sam. You’re ready for Part Three, is what I’m saying, and out it comes.

And it’s awesome. You finally bring lasting alliance between Rohan and Gondor, you form a fragile-yet-believable peace between elves and dwarves, and even manage to recruit a significant strike-force of old Moria orcs who don’t so much like you as much as they just hate the johnny-come-lately Uruk-hai.

The final chapters open. You face down Saruman (who pretended to fund all your efforts through the second book, but then turned on you at the end of the Two Towers), which was really satisfying. You crawl up to the top of Mount Doom, collapse against a rock, and have a really touching heart to heart with Sam. It’s over. You know you have all your scores high enough to destroy the One Ring with no crisis of conscious and no lame “Gollum bit off my finger and then falls in the lava” ending, like the one you saw on the fanfic forums last year.

And then out comes this glowing figure from behind a rock, and it’s… Tom Bombadil.

And Tom explains your options.

Oh, and you're totally going to die too. And all the roads and horses throughout all of middle earth vanish. And by the way did you know that Sauron and the Nazgul all actually just work for Bombadil? True story.

Now, let’s just ignore the fact that the company behind this game has been quoted many times as saying that the game will end with no less than sixteen different endings, to honor all the various ways the story could go, and focus on these three options.

None of them have anything to do with destroying the ring, do they?

Has ‘destroying the ring’ (alternately, destroying Sauron) been pretty much THE THING you’ve been working toward the whole game? Yeah, it has. In fact, it mentions “Rings” right there in the title of the series, doesn’t it? Rather seems to make The Ring a bit of a banner item, doesn’t it?

But no, none of these options are about the Ring; they’re about one of the b-plots in the series, and one which you pretty much already laid to rest a few chapters ago.

So… okay, maybe this isn’t the END ending, you think, and you pick one of the options…

And that’s it. A bunch of cut-scenes play, Mount Doom explodes with fiery red light, you die, and the credits roll. The end.

Ohhh-kay. Maybe that was the bad ending. Let’s reload a save and pick option 2…

Same. Exact. Cut scenes. Except Mount Doom’s explosion is green. What?

Alright… umm… let’s check #3…

Nope. Mount Doom’s explosion is Blue. That’s it.

And, absolutely inexplicably, every single one of these cut scenes shows Gandalf, Aragorn, and SAMWISE escaping the explosion on one of the eagles and crash-landing somewhere in Lorien where they all pat themselves on the back and watch the sun set together.

What? But… Sam was with you. Aragorn and Gandalf… did they start running away halfway through the last fight at the Black Gate? Your boys abandoned you?

So, given this example, it’s possible — even for someone who didn’t play Mass Effect — to understand the fan’s reaction. The ending has no real connection to the rest of the story; barring the last scene and one conversation with an unnamed Nazgul in Book 3, it would lift right out with no one even noticing. It completely takes away your choices at the end of a game about making world-altering choices. It effectively destroys the Middle Earth that you were fighting for 100 hours of gameplay to preserve — no magic? Maybe a completely wiped out dwarven race? No one can travel anywhere without painstakingly rebuilding roads for a couple hundred years and replacing horses with something else? Also, no matter what, no matter how much ass you kick, you’re dead? Yeah. No thanks, man.

And that’s not even paying attention to stuff like how (and why) Sam and Gandalf and Strider ran away at the end. I mean… even if you’re going to do a shitty twist ending, don’t be so goddamn lazy about it. Don’t sit there and claim that criticism of the ending is an attack on your artistic product, because frankly that ending is full of holes and needs a rewrite and probably two more chapters to flesh out. (More on that in a bit.)

So… that’s where the Mass Effect franchise was after ME3 came out. A lot of confusion. A lot of rage. Some protests of a very interesting sort, where the gamers against the terrible ending decided to draw attention to the issue by raising something like seventy-thousand bucks for geek-related charities.

Now, let’s go a bit deeper.

Let’s continue with this Lord of the Rings video game analogy. Let’s say that after a bit of digging, people realized that Tolkien actually left the company to work on other projects before the game was complete. He wrote up a detailed outline, though; something that clearly spelled out exactly how the main arc of the story was supposed to play out, in broad strokes, basically laying out what we would expect the ending to be, pretty much.

But Tolkien left. So they get another guy in. Someone else who’s written stuff about some kind of powerful ring…

They get Steven R. Donaldson.

(Those of you who know me and my history with the Thomas Covenant books can guess that this analogy is not going to be a positive one, because seriously: fuck Thomas Covenant.)

So they get this Donaldson guy in to helm the end of the series, and it turns out he’s the guy who comes up with the Tom Bombadil, fuck-the-continuity-of-the-series ending.

Why? Maybe he’s pissed about being the second choice. Maybe he’s not getting paid enough to give a fuck. Maybe he just really wants to do this kind of story, but can’t be arsed to write a series of his own for which it makes sense. Maybe the original ending outlined by Tolkien got leaked on a forum the year before the last game came out, so people decided it had to be changed, even if the alternative makes no sense. I don’t know.

What I do know is the there was a different ending written out for the Mass Effect series, the short version of which is that the Big Reveal in ME3 is that the Mass Effect itself — the magical black-box technology that allows interstellar travel and powers a ton of other things from weapons to expensive toothbrushes — is causing a constant increase in dark energy in the galaxy, and that’s causing all kinds of bad things (like the accelerated death of stars).

The Mass Effect — you know, the thing from which the name of the series is derived — is the secret behind the Big Reveal. Who would have thought?

So, in the end of the game-as-envisioned, you’re given a choice of saving the galaxy by sacrificing the human race (making humanity into a biomechanical, synthetic-life, communal-intelligence “Reaper” that can stop the Dark Energy decay), or telling the Reapers to screw themselves and trying to fix the problem on your own (with a handful of centuries left before the Dark Energy thing snowballs and grows out of control on its own).

Which, in a word, would have been better. Certainly FAR better than some kind of stupid Tom Bombadil/Star Child explanation where we are told that the (synthetic AI) Reapers destroy advanced organic civilizations every 50 thousand years to prevent organic civilizations from… being destroyed by synthetic AIs.

Now we don’t just have some gamer complaints about the terrible ending, we have a demonstrably better ending that was actually supposed to be the one implemented. Complicates things, doesn’t it?

But Why All the Hate?

The simple fact of the matter is that Mass Effect is a story, and it’s a very good story — in my opinion, it’s one of the best stories I’ve ever experienced. People can hem and haw about what constitutes a story — about whether a game can really be a story if people can play it — as though a story is only a story if it’s spoken or written or projected up on a movie screen. That’s like saying a person is only a person if they walk or ride a horse or drive a car… because we all know the vehicle in which the subject is conveyed changes that subject’s inherent nature.

Some people say it’s not a real story because the player’s choices can alter it. I think they’re full of crap, and I say the proof of its power as a story is right there in the story-pudding — it affects me as a story does — and that’s all the criteria met. Walks like duck, quacks like duck, therefore duck.

But the problem (if you’re BioWare) is that human beings understand stories; we know how they’re supposed to work, thanks to thousands of years of cultural training. Mass Effect (until that conclusion) is a nigh-perfect example of how a story is done correctly, thanks in part to the medium, which allows (if you’ll permit me the slaughter of a few sacred cows) a level of of immersion and connection beyond what a book or movie or any other storytelling medium up to this point in our cultural history can match, because of the fact that you can actively take part in that story from the inside. Heresy? Fine, brand me a heretic; that’s how I see it.

And since it’s such a good story, people know how the thing is supposed to proceed, and they know how it should end.

You start out in ME1 trying to stop a bad guy, Saren. He’s the guy who gets us moving (because he’s a bad guy, and that’s what they do — bad guys act, and heroes react to that and move the story along). As we try to stop him, we find out there’s something bigger going on than just a rogue cop on a rampage. The picture keeps getting bigger, the stakes keep getting higher, and we keep getting our motivation and our level of commitment tested. Are we willing to sacrifice our personal life? Yes? Okay, will we sacrifice one of our friends? Yes? Okay, how about the leaders of the current galactic government? Yes? Okay…

It goes on like that. You fucking invest, is what I’m saying, and that’s just in the first game.

In the second game, the fight continues, as we have merely blunted the point of the spear, not stopped the attack. Our choices in ME1 had consequences, and we start to see them play out, for better or worse. Meanwhile, we’re trying to stop Evil Plan #2, in a suicide mission that could literally cost us nearly every single friend we’ve made. In the end, we get the joy of victory mixed with the sadness of the loss of those who didn’t make it, and it’s all good, because it’s a strong, healthy, enjoyable emotional release.

And now it’s ME3, and the stakes are even higher. We’re not recruiting more individual allies — we’re recruiting whole peoples — whole civilizations. Planets are falling. Worlds are being erased.

In the words of Harbinger, this hurts you.

Why? Because you know these people who are dying. You’ve spent over a hundred hours traveling this setting, meeting people, helping them, learning about each of their little stories; building relationships with, literally, hundreds of individuals. Every one of these planets going up in flames has a face (even if it’s a face behind a breathmask), and no one falls in this final story that wasn’t important in some way to you or someone you know.

(By contrast, the enemy is faceless and (since the reapers harvest your former allies and force them into monstrous templates) largely indistinguishable from one another — as it should be in this kind of story. You do not care about a Husk, though you might mourn the person killed to create the thing.)

In short, you aren’t just playing this game to get the high score. You’re fighting for this galaxy of individuals you’ve grown very, very attached to; to protect it and, as much as you can, preserve it. You’ve spent several hours every day on this, for months. It matters.

"Hard to imagine galaxy. Too many People. Faceless. Statistics. Easy to depersonalize. Good when doing unpleasant work. For this fight, want personal connection. Can't anthropomorphize galaxy. But can think of favorite nephew. Fighting for him."

(Best of all, you get to shoot bad guys in the face while you’re doing it, which takes this heavy topic and makes it engaging at that level as well. It’s like soaking up all the gravitas of Schindler’s List while enjoying the BFG-toting action of Castle Wolfenstein at the same time.)

The end comes. We talk to all our friends. Everyone’s wearing their brave face, talking about what they’re going to do afterwards, which beach they’re going to retire on. You start to think that maybe the end is in sight and maybe, just maybe, you might even be able to see some of that ending.

The last big conflict starts. You fight some unkillable things and kill them. You face off against an old nemesis and finally end him.

And then…

And then you’re given three choices, none of which result in anything any different from the others, and none of which have consequences that have any connection to the goals we’ve been working on for the last hundred hours or so.

Those people you were just talking to? They’re gone. Or stranded on an alien world. Or dead. All those planets you helped? They’re gone too — cut off, or starving, or maybe just destroyed in manufactured super-novas. Nothing you did or accomplished in the last three games actually matters — it’s all been wiped out by one of three (red, green, or blue) RESET buttons you pushed, because pushing one of those buttons was the only ‘choice’ given to you at the end.

As a species, trained for thousands of years in the way stories work, we know this is a bad ending. Not “tragic”. Just bad. Poor.

This isn’t about a bunch of priviledged gamers complaining about a sad ending, because there are well-done sad endings that make contextual sense.

This is about a mechanical ending to the game that doesn’t end the story — that provides no emotional release — one so disassociated from the previous 99% of the story that the fans of the series collectively hope it will later be revealed to be a dream (or, in the context of the setting, a final Reaper Indoctrination attempt).

Dear writers: If you create something, and your readers hope that what you just gave them was, in reality, an “it was a dream all along” ending, because that would be better than what you wrote, you seriously. fucked. up.

Is the ending, as an ending (taken out of context with the game we’ve been playing), a bad one? No. It’s an interesting theme that was explored extensively in a B-plot within the series and which could certainly be the central thread of a series of its own.

But it’s not the ending of this story. Our goals — the one we’ve been fighting for — are never addressed. There is no closure, either happy or sad — we want our emotional release as it relates to the game we actually played. Maybe that means tragedy at our own stupid hands — maybe victory wrested from the biomechanical jaws of defeat (and at the cost of a greater looming danger ahead).

The ending we got? It didn’t make me angry or sad or happy. It left me unfulfilled, because it ended the game talking about something I didn’t actually care about, and left me waiting for that emotional release that ME1 or ME2 pulled off so well.

The idea that the player’s should just deal with the ending, because it’s Bioware’s ending and not theirs is one of the interesting points in this debate, simply because it rides this weird line where we don’t really have a cultural context for what the Mass Effect series is: Is it a game? Is it a story? If if it’s a game, then who cares about the story, and if it’s a story, then treat it like a book and stop pretending you get to influence it, stupid consumer.

The answer is more complicated: Is it a game or story? Yes. Moreover, it’s a game that’s welcomed player input into the narrative from the first moment, and as such, should be committed to honoring that input throughout. It’s a story, but it belongs to everyone telling it.

But It’s Art!
There’s a recurring tune being played by Bioware in response to this outcry, and it goes something like this: “We might respond to these complaints, and we might flesh out the ending we presented, but we’re not going to change anything, because this is art — this is the product of artists — and as such it is inviolate and immutable in the face of outside forces.”

Which is, speaking as a working artist, complete and utter horseshit.

If you make a movie, and you put in front of focus groups, and they categorically hate the ending, you change it. If you’re writing a book and your first readers tell you the ending is terrible, you fix it. (Ditto your second readers, your second-draft readers, your agent, your editor, your copy editor.)

Or maybe you don’t — maybe you say “this is art, and it is inviolate and immutable in the face of outside forces”, which is certainly your choice — but don’t expect anyone to help you bring that piece of crap to print.

Anyone can tell a story. You can sit in your special writing nook and turn out page after page of perfectly unaltered, immutable art and be quite happy — you’re welcome to, in fact.

But when you decide you want to make a living off it? Even if you want to just make a little spending money?

Then the rules change. Then it’s work. Then it’s a job. More importantly, then it’s part of a business model, and those golden days of your art being inviolate and immutable blah blah blah are well and truly behind you. Name me a story that saw print, or a movie that saw the Big Screen, and I’ll show you art that changed because of input from someone other than the the original creator — from someone looking at it from the point of view of the consumer.

Bioware is a company. Making their stories into games is their business model. Hiding behind some kind of “but it’s art, so we’re not changing it” defense is insulting, disingenuous, and flat-out stupid. Worse, it perpetuates the idea that the creator’s output is in some stupid way sancrosant and, as art, cannot be “wrong” or “bad”. If you as a creator imagine that to be the case — if you think that kind of argument is going to defend your right to never do a rewrite or a revision or line edits or to ever alter, in any way, your precious Artistic Process — discard that notion.

Or become accustomed to a long life as an “undiscovered talent”.