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| Dialogue choice in Bioware's Mass Effect |
High levels of graphical fidelity are not the only way to immerse the player in the virtual world of a game. Many modern games offer choices to the player that will affect the way the game plays out from that point on. Gameplay structures built around a game’s “memory” – that is, the game’s ability to take note of your actions and change outcomes based on your decisions – are the gimmicks-du-jour that are making for complex, unprecedented, and fascinating experiences that can’t be replicated in any other medium.
The most readily available example of this trend is Bioware’s Mass Effect series, in which you play as Commander Shepard (whose appearance and gender you can customize), a veteran soldier tasked with saving the galaxy from impending doom in a futuristic Star Trek-esque space setting. Mass Effect tied its morality system into Shepard’s interactions with his crewmates and the rest of the galaxy’s colourful citizenry, splitting choices in both dialogue and action into threes: a Paragon option, usually representing a kind, gentle, or open-minded response; a neutral option; and a Renegade option, usually self-serving, cruel, or curt. Selecting more Paragon than Renegade responses, or vice versa, would result in unique choices further down the line. In this way, the player could craft an experience that suited their tastes. My Shepard, for example, began her story as a hardened combat veteran, unaccustomed to polite speech and social niceties, preferring the butt of her shotgun to verbal diplomacy when solving her problems. By continually selecting Renegade options, I helped my Shepard become a ruthless and intimidating presence in the galaxy, making a name for herself as the Commander with whom you don’t want to mess. But these choices came at a cost: my bluntness alienated my crew, who came to mistrust my judgment. My rash decision-making led to the deaths of several of Shepard’s closest friends, and as the story wore on, my remorse and guilt translated into Paragon choices, making Shepard stricken by conscience and seeing her do her best to repair the wounds she’d inflicted. My ability as a player to make these choices gave me greater agency in crafting the character of Shepard, and the consequences of those choices made for a deeper emotional connection with the material.



















