Mass Effect 2. A subjective list of the best moral systems
Table of Contents
- Genre: RPG
- Release year: 2010
The morality system in the Mass Effect series is based on story decisions made by the player. There are no shades of gray most of the time – there are only good and bad (blue and red) decisions, reflected in the paragon and renegade indicators.
On the one hand, this mainly black-and-white system can be a bit boring. On the other, the vast majority of players made (and makes) good choices anyway. How much faith in humanity that returns is largely a personal matter. Nevertheless, we cannot imagine Mass Effect without this simple system. Here's what our editor Agnes had to say about it:
The moral system in Mass Effect is painfully binary. We can be either good or bad. Besides, regardless of our character's attitude, many situations end in the same way (with different dialogues).
However, I cannot imagine this series without this system. Optimal solutions to the most important decisions are possible only when we have high enough renegade/protagonist indicator (there are thresholds for different types of decisions). So while it is simple, it also gives you the feeling that taking a particular attitude will bring real benefits in the future and make your character that much more genuine. At times, it is also an interesting benchmark of our own morality. Did you punch Khalisah al-Jilani in Mass Effect 1,2 & 3?
Agnes
DRAGON AGE DID IT BETTER?
BioWare's approach to the morality system in the Dragon Age series was slightly different. As an example, let's take DA: Origins, which is commonly considered to be the best installment of the series. There was no obvious indicator of good and bad. Instead, the main character got the approval of various NPCs, which, of course, influenced the storyline. Combined with interesting characters, it created a perfect mix.