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Dialogue and Morality

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Dialogue and Morality Empty Dialogue and Morality

Post by The Gaming Demon Tue Apr 26, 2016 9:54 am

Dialogue and Morality


Previous BioWare titles such as Star Wars: Knights of the Old Republic and Jade Empire employed a conversation system where the player chose from several responses after non-player characters (NPCs) had finished speaking. Mass Effect has a system in which responses to NPCs are displayed as the general tone of the message, rather than a word-for-word transcription of the message (e.g., if the player chooses "You're worrying too much," Shepard might actually say, "You always expect the worst"; another example is if a player chooses to ask "Why the lies?" Shepard might actually ask, "Why are you being so secretive though?").


An example of Mass Effect's radial command menu, displaying Paragon, neutral, and Renegade options for Shepard to say.
A radial command menu, divided into six equal sections like a pie chart, is shown at the bottom of the screen when a conversation is initiated. Each section is assigned a brief description of the response's intent, usually a short phrase such as "What's going on?" The response is selected by moving the analog stick (or the mouse in the Windows version) in the direction of the desired response on the circle and pressing a button. The command menu is organised such that each section is assigned a particular inclination (being nice, aggressive, etc.), so that after players have become comfortable with the system they no longer have to read the menu, and are able to respond appropriately, immediately, if desired. BioWare intended the system to allow the game to be more cinematic and free players from reading large amounts of dialogue, as would be required with the commonly used system of simply having the player choose from complete, sometimes long, written statements.

Dialogue is central to the game's morality system. The side story and the number of character interaction choices in Mass Effect are affected by the player's chosen morality. Unlike in BioWare's previous titles, emphasis on becoming a pure "good" or pure "evil" character is lessened. The overall story is also affected by the player's personal choices. Project Director Casey Hudson of BioWare has said "[the player's] style of play throughout the game will result in diverging endings that determine the fate of humanity itself," affecting not only the first installment, but also the planned sequels. Morality is mostly determined by the player's choices during conversations.

Hudson has further stated that instead of the "good" and "evil" approach that past BioWare games have taken, Mass Effect morality is based on giving points as a "Paragon" for choosing more polite and professional military actions, or as a "Renegade" for taking a more ruthless and take-no-prisoners approach. "Paragon" and "Renegade" points are scored on two separate scales (i.e. taking a "Paragon" option does not negate a past "Renegade" option), as opposed to other BioWare titles such as Knights of the Old Republic in which morality points were scored on a single scale so that making a "Light Side" choice negated the morality change characters underwent for making a "Dark Side" choice. NPCs react to a character differently depending on their past morality choices.
The Gaming Demon
The Gaming Demon
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