Jump to ratings and reviews
Rate this book

Mess Effect: A Nitpicker's Guide to the Universe that Fell Apart

Rate this book
A book examining the Mass Effect series of videogames and the various writing mistakes that led to the unpopular and controversial ending. It also contains a great deal of writing advice on how to construct fictional worlds that pull the audience in.

785 pages, Kindle Edition

Published May 23, 2021

9 people are currently reading
13 people want to read

About the author

Shamus Young

6 books18 followers
Shamus Young is a programmer specializing in old-school graphics techniques. He's the author of the blog Twenty Sided. He's the creator of the webcomics DM of the Rings and Stolen Pixels. He's one of the hosts of the videogame commentary series Spoiler Warning. He's tired of writing about himself in the third person.

Ratings & Reviews

What do you think?
Rate this book

Friends & Following

Create a free account to discover what your friends think of this book!

Community Reviews

5 stars
16 (48%)
4 stars
12 (36%)
3 stars
5 (15%)
2 stars
0 (0%)
1 star
0 (0%)
Displaying 1 - 10 of 10 reviews
Profile Image for C.T. Phipps.
Author 93 books670 followers
June 29, 2022
4/5

MESS EFFECT: A NITPICKERS GUIDE TO THE WORLD THAT FELL APART by Shamus Young (DM of the Rings) is a work that I picked up when I heard of his passing (RIP). I am a huge Mass Effect fan and an author so it seemed like an excellent book that would discuss the series from the perspective of its storytelling. Specifically, it's a discussion of how the once-beloved (and still beloved) series went off the rails in such a way that it got EA voted Worst Company of the Year. It also has an Andromeda section.

You can tell how much you're going to love this book or dislike it probably by the following statement: "Shamus really likes Mass Effect, he thinks Mass Effect 2 was an utterly nonsensical mess wioth good characters, and Mass Effect 3's failures are primarily due to 2's nonsensical plot." If you agree with that, it'll be a lot of agreeing and if you disagree with that, then it will probably have some issues for you.

I'm a huge fan of Mass Effect 2 and think it's the best of the trilogy. I recognize its flaws, however, and just because I disagree with an author's interpretation doesn't mean that I think the book is bad. Still, a lot of the middle part of the book was me going, "You don't want to work for Cerberus because it's icky bad evil but you're a Spectre, which means that you're supposed to work with morally ambiguous people. It's part of being a spy."

Shamus Young handles much of the book from the unconscious bias of playing a Paragon Shepard, IMHO, and that is something that he's never really able to shed nor seemingly aware of. This isn't necessarily saying he's wrong, though. A huge chunk of the fandom played Shepard as a Paragon and Sole Survivor with the view Cerberus is absolute evil as well as a group that they would never work with even for the greater good. They also played a Star Trek-esque idealistic Shepard so the trilogy taking the stance the Citadel Council races aren't necessarily humanity's friends would also feel hugely disappointing. Others like the emphasis on realpolitic and betrayal that they'd argue, like me, were in ME to begin with.

Now is the above paragraph is something that makes sense to you and is the kind of thing you'd like to read, then this is absolutely the book for you. It's a detailed discussion of the politics, world-building, storytelling choices, and ideas of Bioware's sci-fi universe. It also very much takes the opinion that the retcons and deliberate forced morally ambiguity of the games as well as incompetence of the Council races were mistakes than choices. I LOVE this sort of thing even when I wish I could type up a bunch of response posts about how much I think he's wrong.

I also think the book has one serious failure and that's lacking an extensive discussion of the romances in the game. That is definitely not something Shamus cared about and probably imagined Bioware did fine on but they're such an intristic part of the gaming experience that their lack of discussion is noticeable by its absence. He discusses all the characters but not their relationship to Shepard. Which is a shame as I'd love to hear him compare Ashley vs. Liara vs. Tali (or Garrus).

In conclusion, this is a book for hardcore Mass Effect nerds and those who strongly care about things like the economics of the Alliance or how the Turian Navy functions. It's a fair and detailed work that, sadly, suffers a bit from the fact that he doesn't include many arguments against his own points. I feel that would have benefited the book a bit more and made it feel more inclusive of alternate viewpoints. Still, we've lost a great writer and an even greater fan.
Profile Image for Adam Whitehead.
582 reviews138 followers
October 7, 2022
In 2007, BioWare released their science fiction roleplaying video game Mass Effect, the first in a proposed trilogy. The game sold well and was critically acclaimed, for its intricate worldbuilding, great characters and solid storytelling. However, its gameplay was not as well-received, and after BioWare were acquired by uber-publishers Electronic Arts, there was a marked shift in the development of the second and third games in the series. The intricate worldbuilding and strong story focus were diminished, and instead there was more focus and emphasis on action set-pieces, stronger combat and character side-stories. These changes were well-received by many (Mass Effect 2 and 3 outsold the first game comprehensively) but some noted a significant decline in the plot logic as the series as it progressed, culminating in what is still one of the most controversial endings in video game history.

Video game critic Shamus Young (who sadly passed away a few weeks ago) spent a lot of his time on his Twenty-Sided blog critiquing the role of storytelling in video games, and how storytelling, worldbuilding and characterisation are integrated with gameplay. Many games de-emphasise their stories, using them as bare excuses for why you as the player now have to go and kill people or monsters. But roleplaying games like the Mass Effect series live by their stories, since they provide the impetus for what you do and why you are doing it. Sometimes, your character has to make major decisions that impact on the fate of thousands or millions of people, and your understanding of the world determine what decisions you make.

Young's analysis of the Mass Effect series starts with the acknowledgement that the first game in the series was unusual in how well it set up and executed its story, establishing a cast of memorable, colorful characters (Garrus, Wrex, Tali, Liara, Joker and David Anderson are as fine as collection of space adventure friends as you could ever ask far, and Saren and Sovereign as worthy foes) and how it built its space opera world with surprising skill. Mass Effect's worldbuilding is nothing too original - it's about 75% Babylon 5 mixed with 25% of Battlestar Galactica and given a lot of Star Trek-flavoured mixers - but it is executed with superb flair. The races, background history and lore are created and laid out with accomplished skill, and then integrated into the game itself. The genophage isn't just a historical curiosity, but a ongoing, horrendous crisis for the Krogan people and how your character views it may determine whether Wrex is a valued ally or a bitter (and very quickly, dead) foe, or if the entire Krogan race joins the fight against the Reapers or not. The Quarian-Geth conflict isn't an irrelevant footnote from 300 years ago, but a real, ongoing struggle with the fates of millions of sentient beings swinging in the balance.

It's this integration of story, character and worldbuilding with the actual gameplay and story which is Mass Effect's greatest triumph, and Young, argues, an increasingly major problem in the games that follow. Mass Effect 2, infamously, took a hard left turn from where Mass Effect left off and devoted most of its length to a huge side-quest rather than following the storyline from the first game more organically. In the process, Mass Effect 2 made a lot of very strange decisions that, from a story and worldbuilding perspective, verge on the nonsensical (Shepard agreeing to join forces with ultra-violent terrorist organisation Cerberus despite fighting them several times in the prior game; the Illusive Man's plan for dealing with the Collectors not making any sense unless he's already read the game script). What saved Mass Effect 2, and indeed made it many people's favourite game in the series, is the enormously enjoyable "recruiting the Dirty Dozen" mission structure, the superior combat and the excellent characters, and the time the game spends on allowing you to get to know and befriend them, and how the nurturing of these relationships impacts on the "suicide mission" at the end of the game.

Mass Effect 3 is thus left having to get the main story back on track after Mass Effect 2 ignored it, but the process of having to effectively be both Acts II and III of the trilogy in one game, of having to deal with a lot of loose threads from Mass Effect 2 and the fact that Mass Effect 3 had to work both if you'd killed off the entire cast of the second game or not, meant that Mass Effect 3 was under a lot of strain that led to further, compounded story errors. These included: Cerberus being the main enemy for much of the game rather than the Reapers and having apparently inexhaustible resources; a villain in the game coming out of nowhere; the Crucible super-weapon not really getting a lot of development; and the ending being somewhat illogical (and only marginally improved by post-release DLC) and anticlimactic.

Throughout the book, Young notes that these problems are not actually major problems for a huge number of people. The story that the trilogy tells is solid when seen from a distance, the characters are exceptional and many, many individual quests (especially the character-focused side-quests, the Citadel DLC and the major subplots involving the genophage and the Geth/Quarian conflict) are superb. The combat gameplay improves game on game, and the third game introduced a compelling multiplayer mode. Each game tried something new, even if it didn't always work.

However, Young does convincingly argue that the trilogy is uneven when it comes to its storytelling and worldbuilding, and the cut corners and left-field turns the plot makes in the latter two games are systemic problems that frustratingly undo a lot of really good work the first game accomplishes. For example, the first game has two excellent villains (Sovereign and his stooge, Saren) with well-established goals and motivations, and the game has the flexibility for you to help Saren realise he's made a huge mistake and try to make amends. Neither ME2 or ME3 has very good villains at all: the Illusive Man just makes a lot of vague speeches; Kai Leng shows up out of nowhere like a lame cockroach ninja, does nothing and dies; Harbinger likes to "TAKE CONTROL" of enemy puppets in such a way that you've already killed them long before he's a threat; the Catalyst Intelligence (aka Supremely Punchable Starboy) is Captain Vagueness; and even the Archon from Mass Effect: Andromeda is a ranting nobody, less threatening than a 13-year-old on Xbox Live who's fired up on aggression and too much Coca Cola.

Young also spends only a brief period on the ending to the trilogy, noting the commonly-cited issues with it. He's more interested in identifying where the problems emerged earlier on in the story and how they evolved to the point where the trilogy possibly couldn't end in any other way than this kind of disappointment (but does make a few heroic attempts to suggest improvements).

The book intelligently deconstructs the trilogy's storytelling and worldbuilding - and even dives into Andromeda in a lengthy coda - but Young is wary of drawing easy conclusions. He notes that the trilogy's hard left turn coincides with EA buying BioWare and it would be incredibly easy to blame EA's more corporate, profit-seeking culture, and in particular the way that it rushed BioWare on developing the second and third games, for the issues that cropped up. But he doesn't think that's the whole problem. Some fans have also cited Drew Karpyshyn departing between Mass Effect 2 and 3 as an issue, but Young also identifies problems in the two games Karpyshyn worked on and very well-executed areas in the two games he did not write, so that's not the entire story either (Karpyshyn's recent AMA where he himself refuted the argument that he was a details and worldbuilding guy, praising others at BioWare for focusing on those areas, is interesting in that regard). Young even defends some changes, noting that the original plan for dark energy to be the main problem in the setting wasn't very well established in the first two games, whilst the AI-organic conflict had at least been present since the first game through the confrontation with the AI on Luna and the Geth/Quarian story elements, and was better integrated into the background.

What I also appreciated about the book was Young's constant proposal of solutions to fix the problems, often within the context of adjusting dialogue in given scenes rather than completely rewriting entire plots (or even games). Way back in the 1990s, a guy named Phil Farrand wrote a series of books called The Nitpicker's Guide, focusing on the Star Trek franchise. In those books he noted that plot holes, weird moments of characterisation and bits where it felt like someone had forgotten a fundamental bit of lore were often things that could be fixed very, very easily with small tweaks rather than sweeping changes and Young often puts that into practice here. He even proposes direct rewrites to important scenes that cleans up motivations and background information.

For a book with such a negative-sounding title, Young approaches the subject with a degree of positivity, informed by his love of the story, the setting and the characters. The only time I felt a degree of negativity overload setting in was during his coverage of Andromeda, where his clear loathing of the game's antagonist feels like it overwhelmed the more positive elements of the game. I also feel his coverage of Andromeda was a bit off the mark in some ways: Young claims that colonialism is not particularly part of the game when in fact you spent a fair bit of the game mediating disputes between the Andromeda Initiative colonists, the rebels who've broken away from them and the alien Angara who are a bit narked off about a hundred thousand people showing upon their doorstep, saying they are friends but can they please have their food and resources and a place to live?

Still, Young makes some excellent points throughout the book on the interface between storytelling, worldbuilding, characters and gameplay, and constantly pays tribute to the Mass Effect series in how well it handles these elements in many areas, only to lose the plot in others. There's a strong vibe here of how a franchise started off with brilliant writing and worldbuilding and gradually degraded in those areas, perhaps not matched by any other video game series (although Fallout fans, I suspect, might want a word).

Mess Effect: A Nitpicker's Guide to the Universe That Fell Apart (****) is a long but mostly engrossing read on an interesting and underrated subject, that of the importance of details and consistency in video game storytelling. You can get the book on-demand from Amazon (which also supports his family) or read the original blog series on his website.
Profile Image for The Reckless Recusant.
22 reviews4 followers
August 7, 2025
Superb work. I have, besides a few reservations here and there, absolutely no criticism of this seminal work. The author's blog posts -which are here collected into book form- provided an eye-opening read on how Bioware's storytelling slipped the reins over the course of the three entries into this -sadly- flawed trilogy.

Having recently binged the trilogy on Steam's Legendary Edition, I recognised that a great deal of what made Mass Effect was lost somewhere in the transition between 1 and 2, but I did not quite articulate to myself why this was the case. Finding plot-holes and writing issues in the third game was easy enough, but the massive shift in tone and story-telling focus that happened when Bioware was bought by EA and then was forced to churn out the second entry in a more mainlined fashion, all the while switching its creative director to another franchise, that was a whole can of worms that had escaped my notice.

The author shows us why the series had had such a sudden failure. In particular, it was because the trilogy went from an imaginitive sci-fi story focused on intelligent and thought-provoking concepts to dumbed-down action shlock, and though its companions/side-characters always remained superbly written, these could not carry a hambled main plot and story direction. At many points in the book, I got the sense that although Young was very incisive about the reasons behind this decline, he was -despite what his detractors claim about his "nitpicking" and so on- was repeatedly pulling his punches, giving the authors credit where they did not deserve any, and holding his proverbial tongue from running wild at the culprits behind this mess. I would not have been as kind as he was in his place.

Overall, it was a delightful read that stitched over many of the hanging threads in my mind.

RIP Shamus Young.
Profile Image for Nick.
29 reviews
Read
April 13, 2025
This book may seem like a giant 782 page rant, at least after the author analyzes the first Mass Effect (the best one in the series). And it is. But the book is also more than that. In critiquing, one gains a deeper understanding of something, and this is also true here. Young does a great job of also showing how to analyze and write stories and plotlines in general. He takes all four games and dissects them in detail so the reader can see what went wrong and why. In this way, this book resembles more an autopsy post Mass Effect 1 than anything else. Young also gets bonus points for comparing and contrasting other classical works like Tolkien's Lord of the Rings, Roddenberry's Star Trek, and several others.
Profile Image for Darnell.
1,441 reviews
February 6, 2025
It's largely nitpicking, and I think someone who played the series more recently could easily counter-nitpick, but I think it's well-intentioned. I found it interesting for thinking through various elements of worldbuilding and narrative design.
Profile Image for Alex Lei.
100 reviews5 followers
August 28, 2025
A really thorough analysis of what went wrong in the Mass Effect games. I had a lot of similar critiques but Shamus put them into better words than I could.
Profile Image for Hippocleides.
280 reviews4 followers
November 13, 2022
This work is massively influential in regards to how I perceive the Mass Effect series today. Before reading Shamus' retrospective, I was a big fan of the first two Mass Effect games (indeed ME2 was probably my favorite game of all time for awhile through the early 2010s), but had trouble engaging with the third one, and I had trouble verbalizing why. I only knew that it went far beyond the controversial last half hour of the game. Part of it was the abandonment of a lot of the ME2 squadmates (which Shamus doesn't actually talk much about) in ME3, but it felt like there was something deeply "wrong" or "off" in ME3 that had been building for some time.

Shamus' retrospective is incredibly persuasive in exhibiting the details-first to drama-first transformations and retcons that take place in ME2 and ME3, and how these elements set the trilogy up for failure. I don't agree with every nitpick he made, and his proposed attempts to fix Andromeda aren't nearly as interesting as the rest of his retrospective. In addition, the Kindle version of this retrospective is full of screenshots which are pretty much impossible to see--it would probably be best to just read this on his website (for as long as that stays up).

But for those who are intimately familiar with the Mass Effect series, this is a necessary read. Shamus was a kindred spirit. He was someone who cared about worldbuilding and the internal logic of settings. Someone who saw something special and unprecedentedly engaging to the Mass Effect series. Someone who was incalculably disappointed by how the original trilogy ended, and knew that the issues were far deeper than the red/blue/green endings and an annoying space kid.

RIP, Shamus. Your writing and analysis will be sorely missed.
Profile Image for Raymond Thomas.
422 reviews5 followers
September 9, 2024
I actually read this as the blog in 75 parts on Shamus Young's website but it was so extensive I'm going to go ahead and count it as a book read. Honestly a great critical examination of the story and worldbuilding (or lack there of) in the Mass Effect games. Raises a lot of great points about "details-first" v. "drama-first" storytelling in science fiction in particular. Really helped explain how/why at certain parts in the story I was feeling "thrown out" of it due to immersion ruining choices made by the writing team at various junctures.
Displaying 1 - 10 of 10 reviews

Can't find what you're looking for?

Get help and learn more about the design.