20100201

No, I'm looking to get some ME time this weekend, you? Yea, ME 2 man.

A version of Commander Shepard based on his experiences in ME 2

Both ME and ME 2 have been designed around narrative.  As previously mentioned, the group known as the Architects designed a system to convey a controllable series of events occurring in a future-state of the universe, placing this system into the hands of many Controllers (up to 5 million at this point).  Each Controller makes different choices and engages in different control of the characters to watch the story unfold in unique ways- hence the title they have given the system; Mass Effect.  
It is clear that the way a Controller virtual-projects his or her identity will determine the outcome of the system and this extends beyond one's value system or interests; the outcome also indicates the value the Controller has for their avatars, the strongest motivations of the Controller, and also the amount of metacognition and second-level learning (a degree of separation "above" the unfolding scenarios) experienced by the Controller.
A large example of the outcome revealing much about the Controller and their unique experience in the system is illustrated through the exploration options given to the Controller in ME 2.  In Mass Effect and its extension ME 2, Controllers have the option of eschewing the system's events completely, piloting with some control their squad and ship to any planet in any reachable galaxy.  Arriving in orbit near the unexplored planets, the Controller may scan the planet for anomalies such as unregistered installations, communications, or material goods.  In addition to this, the Controller may be in conversation with someone one when they offhandedly, accidentally, or purposely mention unrelated events occurring on a certain planet in a certain galaxy.  Choosing to divert from the main focus and pursue the subject may reveal actionable possibilities on the planets as well.  Choosing to pursue such opportunities may elicit support, outrage, excitement, or indifference from your squadmates but more importantly, may reveal the corners of completely withheld history and connections about these individuals.  Completion, rejection, and how one completes these side quests will alter the loyalties and relationship of your squadmates as you refocus on the main task at hand.  In addition, one's character will develop in different ways as decisions unique to the quest will be made, new items will be found to keep, and combat experience (which can improve/add skills) will be gained.  
In the next few days the 1st and 2nd-level implications of this core example will be added.




For further ideas on the Architects, the 1st or 2nd Mass Effect universes, or Commander Shepard and co., stay tuned or please get in touch.


- Controller 22789JK7


A virtual representation of one of the Architects 

No comments:

Post a Comment

Reply via text here