Writing Kim Kelly or One of Many Reasons why Freaks and Geeks is a Show to Watch

Once upon a time, the land of television was a harsh, unforgiving place. Shows came and went, regardless of quality. Having a well-written, well-cast, well-directed program did not guarantee success. Take Freaks and Geeks: I’m going to guess that many out there have not heard of this show. It only lasted a season (1999-2000) and ran on NBC (hardly HBO). Well, this was a show produced by Judd Apatow (the 40-Year Old Virgin, Knocked Up), created by Paul Feig (Bridesmaids), and that starred actors like Jason Segel, Seth Rogen, and James Franco. Guest stars included Shia LaBeouf, Leslie Mann, Ben Stiller, and Jason Schwartzman. So… there were a couple names (not yet big) involved.

I think what killed Freaks and Geeks was the premise: high school. Talk about a unique setting for dramatic teen comedy, especially in the late nineties. The show focuses around the Weir family, particularly their children Lindsey(Linda Cardellini) and Sam(John Francis Daley). Sam is a geek, one of a few just starting out his high school career. Lindsey was also a geek but a different kind (math nerd), she is an upperclassman looking to break out of her image by hanging with the “freaks”: Segel, Rogen, and Franco. I’m going to be honest: this is not the most driving premise I’ve ever heard. What makes it work, however, is not just the casting. Freaks and Geeks has some of the best writing I’ve ever seen on television, and one needs look no further than the character of Kim Kelly (Busy Philipps) for an example.

She just comes off as sunshine and rainbows.
She just comes off as sunshine and rainbows.

Kim Kelly is the bitchy girlfriend of Franco’s Daniel Desario. She appears dumb, vulgar, and mean-spirited. On the surface, she is the exact opposite of protagonist, Lindsey Weir. For many shows, particularly comedies: this would be enough characterization (for one season anyway). Comedies are no strangers to using stereotypes for laughs, especially among non-starring characters (which Kim Kelly is). A lesser show would have stopped there with her and probably little of the humor would have been lost.

I’m going to try to avoid going into spoilers, as I think the storytelling of Freaks and Geeks is best left to its writers. That said, I am going to discuss one episode in detail: “Kim Kelly Is My Friend.” The basic premise: Kim invites Lindsey over for dinner in an attempt to try and build a friendship between the two of them. Two people who don’t really like each other trying to get along: hilarious… but that’s not what the episode is really about. This is Kim’s family:

They are not like Lindsey’s family. Lindsey’s family is about as normal as it gets: father (working), mother (homemaker), and younger brother (insert sibling description here). Kim comes from an abusive household, and the writers make no secret of this. What’s great, however, is that they don’t overdo it either. Kim’s “father” isn’t physically abusive (at least not in the episode) and her mother isn’t immediately crazy. It is a realistic presentation of a dysfunctional family.

Afterwards, Kim is explained a little bit: but the show doesn’t use her background as a crutch for her character (oh this is just how she was raised nonsense). Kim is still given responsibility for her actions and still expected to grow (just not at the same pace as Lindsey). How refreshing it is to have no shortcuts taken. There were a million ways to explain Kim Kelly and the writers chose the simplest. They didn’t make it flashy or outwardly attention-grabbing, they just made it good.

One of Kim's many great lines from the show.
One of Kim’s many great lines from the show.

Every character gets this treatment on Freaks and Geeks: it’s what makes the show worth watching. I could go on praising but that is just what it would be. So I’ll simply say: watch it. No stupid hooks, no excessive nudity or character deaths in place of character development: just good, realistic, character drama. Too bad there aren’t more shows on this level.

How Mass Effect 2 Failed the Trilogy

The Mass Effect Trilogy stands as an unparallelled achievement in video game history. A closely joined story arch that spanned three games and included a multitude of different scenarios, characters and outcomes based on player action. On the whole there is little emotion I can express for this work other than admiration. However, Mass Effect was not perfect. Mistakes were clearly made. Many people out there will tell you that the largest failure came in the ending, with Mass Effect 3. I do not share this belief. Yes, Mass Effect 3 is likely the worst game in the series (which is not to label it “bad” by any stretch) however I will argue that the greatest failings, at least in terms of character and story development, came in Mass Effect 2. I know: the game that is the best in the series is also the worst.

The question of how that is possible is best broken into three parts: character, story, and construction. I will address them in that order. Anyone familiar with Mass Effect will tell you that one of the highlights of the trilogy is its characters. Commander Shepard is an incredible protagonist who maintained his/her own identity despite the player influence. The first Mass Effect also introduced its audience to an incredible squad makeup that included Garrus Vakarian, Liara T’Soni and Tali’Zorah nar Rayya (just Tali for short). The squad wasn’t large, only six members total: including one destined to not finish the game alive. The result created a very personal atmosphere with clearly defined characters who each made a powerful impact. This is the squad size in Mass Effect 2:

masseffect2squad

Clearly there are more to be counted. Compared to the six in the first game, twelve potential crew members filled out this roster. There were also certain decisions in the game that could be made to give the player alternatives to certain squad mates (Samara OR Morinth). Expanding the central cast is always a dangerous move when designing a story. Any writer will tell you that there should never be more characters than necessary. The characters in Mass Effect 2 are well-written, realistic and flushed out creations, they are in large part what made the second installment the best. However, when their place in the trilogy is determined, nearly every character introduced in Mass Effect 2 has little to no impact on the overall story. This is a failing in writing and has largely to do with Mass Effect 2‘s construction, so I’ll come back to it.

Miranda Lawson is one of many characters introduced as a major new presence, only to simply lose significance in Mass Effect 3.
Miranda Lawson is one of many characters introduced as a major new presence, only to simply lose significance in Mass Effect 3.

Let’s examine the story in Mass Effect 2: a suicide mission against the threat known as the Collectors. Commander Shepard must assemble the most dangerous people in the galaxy to stop the Collectors before it is too late for humanity. That’s a compelling story on its own but already there is a problem: no mention of the Reapers. The Reapers are the main threat of the Mass Effect Trilogy. They are hulking, nigh-indestructible ancient machines that have periodically extinguished all civilized life in the galaxy. Yes, the Collectors are working for the Reapers and yes, the Collectors pose a threat to humanity but the Reapers are bigger than that. The first Mass Effect concluded on a larger scale with one Reaper nearly eradicating the hub of galactic civilization. It was a bizarre move to lower the scale and try to tell a smaller story in Mass Effect 2. The result is that everything of real importance happens in Mass Effect 3, causing the final game of the trilogy to have to rush at a mad pace to try and resolve everything on its own.

The Collectors, even with the influence of Harbinger, are simply not vital to the main story in any way.
The Collectors, even with the influence of Harbinger, are simply not vital to the main story in any way.

It isn’t that the story in Mass Effect 2 isn’t entertaining, it just doesn’t matter. Nothing, from the cybernetic rebirth of Commander Shepard, to the Tali mission concerning a dying star, to the reveal of a human Reaper, really impacts the trilogy. Every question raised in Mass Effect 2 goes unanswered. Worse still, most of the questions: such as how the galaxy will react to the Reaper invasion (a question raised at the end of the first Mass Effect) are left for Mass Effect 3.

Cool final boss fight: check. Adding significance to the plot: ...
Cool final boss fight: check. Adding significance to the plot: …

This all comes down to construction. The writers of Mass Effect 2 set out to tell a small story of a man who assembles a team and stops a threat. The game succeeds brilliantly at telling this story but, was it the story that should have been told? In many ways, Mass Effect 2 would have worked better as a first game rather than a middle installment. The “suicide mission” mechanic would ultimately prove disastrous for Mass Effect 3. In a game with the largest squad possible: any person could die. Even Commander Shepard, if the player did not prepare enough, could meet his/her end during the finale. The problem with “anyone could die” is that it leads to this: “everyone can live“. Meaning, from a game design perspective, that there are twelve what-ifs that people will care about in the final game. None of them can impact the story too drastically (because they might not be there) but all of them must be mentioned in some way. So everyone was treated to bizarre cameos in Mass Effect 3 where the character returned but never really did anything. The result was unsatisfying and sadly: easy to see coming. Rather than design an achievement structure which rewarded saving everyone, Mass Effect 2 should have instead opted for more scenarios like the first game: certain people have to die whether the player likes it or not. It was supposed to be a “suicide mission” after all.

Boldly left with nothing to do.
Boldly left with nothing to do.

On its own, Mass Effect 2 is a brilliant game. In the trilogy, it was a foolish mistake. Yes, one can argue that if EA had not rushed Bioware in the development of Mass Effect 3, the writing staff may have found a way to better rationalize the two. However, the writers at Bioware did nothing to help themselves out. Mass Effect 2 was simply too low scale in an epic trilogy. It’s great to personalize the characters but not at the price of the story. Its a fundamental problem that largely prevented one of the most towering achievements in video game history from reaching even greater heights.

The final Mass Effect 2 DLC "Arrival" had more to do with the main plot than anything in the central game: think about that.
The final Mass Effect 2 DLC “Arrival” had more to do with the main plot than anything in the central game: think about that.