Mass Effect 3, By The Numbers
In light of recent discussion regarding metrics fetishism, I’ve tried to parse Destructoid’s newly revealed Mass Effect 2 statistics with some perspective. We all know these numbers aren’t just random trivia: they will be part of the basis for changes in Bioware’s game development. Some numbers of note, along with complete speculation for what these numbers might mean or imply, as well as questions they elicit. I will state in advance that I will happily take being proven wrong on some of these speculations–designing solely by the numbers is stupid. But, let’s indulge in this thought experiment for a second.
Despite Jennifer Hale’s critically acclaimed performance as FemShep, the likelihood of us seeing any marketing campaign giving FemShep the limelight is slim. This, too, holds true for other Bioware games: we see Garrett Hawke’s face plastered everywhere, not…whatever FemHawke’s name is (I don’t even know her name!) One part perpetuation of our little boys club, one part “catering to your audience.”
Moreover, it may influence how much effort is put into love interests–the vast majority of players are maleShep/maleWarden, so the love interests need to cater to them. I can’t be the only one that feels like the females in Bioware games get slim pickings for love interests, while the males get highly eroticized, completely idealized versions of women (who are literally perfect–like Miranda).
This one is a toughie: does Bioware bring Garrus back as a party member by virtue of popularity? Does Garrus even warrant the attention of three games? Do they take this, and instead of bringing Garrus back they form an archetype around him, since he’s proven to be a favorite (and we all know Bioware loves it some character archetypes)? Do they bring him back simply for fanservice, but don’t make him a party member (think of how they handled love interests from 1 in 2)?
Where some RPG aspects of the ME franchise were stripped back, streamlined, or removed, the upgrading of the ship was one of the only new additions with an RPG-like aspect. So, here’s another toughie: what does Bioware do with a stat like this? Do they keep building more systems which are governed by the same principles (upgrading vs resource management), or do they see that sort of thing as a waste of their time because only half of the users took complete advantage of it? Sure, we might not see ship upgrades in 3, but the numbers attached to the “success” of the ship upgrade system may influence how other mechanics work–most likely, in regards to their complexity. The issue here would be evaluating the statistic in a wider context: just why did only half of all players fully upgrade their systems?
I’m glad to hear that, for the most part, players tend to experience at least one death in their suicide mission…but then again, we must also remember that this 14 percent only applies to half of all ME2 players, since only half ever finish the game. Anyway, experiencing the death of a crewmember is paramount toward showing just how dangerous the mission actually is. After all, just how much of a suicide mission is it if most players manage to get all the crew back? Still, this means that most players only had one or two characters die out of about a dozen: does this mean Bioware made the suicide mission too easy? Do they think players actually get the gravity of the situation with that number of casualties?
This statistic is interesting to think about in the scope of ME3, if only because 3 will be when (ideally) everything falls into place. Players will, hypothetically, engage in situations that are equally high risk, if not more so. This statistic may be useful in determining to what degree Bioware molds the experience. To what extent do they give players control over their fate? How do they balance their vision and message for the game with player control? 14 percent can either be seen as a failure to properly balance player control versus vision–the player has control over too much of the system–or a success, because most players experience a death no matter what they do.
A statistic like this might dictate how Bioware chooses to unfold the story. Yes, they will probably not issue a ‘canon-choice’ but if an overwhelming number of players choose the paragon option…well, what do you do? Do you put an equal amount of effort into crafting the consequences for both options, despite the fact that one will hold the most relevance to most people? Do you cast the importance of this choice aside because of how uneven the turnout is?
And then, the real biggie: only 50 percent of all players have finished ME2. This is probably the trickiest of them all, and perhaps the most controversial of the stats. You’ve got to wonder, just what is causing this? Disinterest? Difficulty? Both? All one can hope is, they don’t take this as an opportunity to make the game further streamlined, if not easier.
We’ll have to wait until ME3 is released to see just how much, if at all, Bioware worships the numbers. If 2 is any indication, it’s probably quite a bit.