TheMass Effect Trilogyis one of the most popular RPG game series' of all time, and is remembered today by many as BioWare’s peak. It was a deviation from the studio’s other games, which were all set in fantasy worlds or based on other IPs such asStar WarsandBaldur’s Gate.Mass Effectwas BioWare’s original IP, and it was closer to pure science fiction thanStar Wars' space fantasy.
Part ofMass Effect’s success can be attributed to its charismatic protagonist, Commander Shepard. Even years later, Shepard continues to be an iconic character and the face ofMass Effect. If Shepard is the protagonist ofMass Effect 4, the question of the morality system will come into play. The binary system of Paragon/Renegade is a massive feature ofMass Effect, and represents Shepard in particular; their symbols are an icon of the franchise. However, this system is viewed by some as limiting, and could arguably be expanded upon for more nuanced roleplaying and story development.
The Mass Effect Trilogy’s Morality System
While none of the endings in theMass Effect Trilogywere very happy, with all but one of themresulting in Shepard’s death, it’s still possible for Shepard to have survived intoMass Effect 4, even if it’s set hundreds of years later. Thanks toMass Effect: Andromeda, it’s explicitly clear that cryofreezing people to keep them alive indefinitely is possible. Additionally, the Lazarus Project brought Shepard back to life once before, and repeating the achievement is likely not to be unbelievable. The ending option that BioWare has appeared to make canon forMass Effect 4is the Destroy ending, which is the only ending that leaves Shepard alive at the end ofMass Effect 3.
Mass Effect’s morality system is split between Paragon and Renegade. Players had to choose one or the other, as most of the best outcomes inMass Effect, both story and character-related, would hinge on accumulating enough Paragon and Renegade points. This system built on each game in the trilogy, with points carrying over from game to game, allowing players tomake Shepard feel more consistent.
Making Mass Effect’s Morality System More Complex
While theParagon/Renegade system inMass Effectwas effective in empowering players to give Shepard a decisive personality and reward them with special outcomes for doing so, having it as a binary still has its drawbacks. Sometimes the Paragon or Renegade dialogue options aren’t the best option, and a third option is needed.
A more complex system could be difficult to implement, especially if major story and character decisions are linked to Shepard’s morality. One possible way is to splitMass Effect 4’s morality systeminto two major paths, with splits between each path, such as pacifist versus diplomatic for Paragon, and ruthless versus calculated for Renegade. Major story points could take Paragon versus Renegade into account, while character and roleplaying could use the subcategories.
Setting Mass Effect 4 Up For Replayability
Another important element to consider is that a more complex morality system will make the story more unpredictable, and open the door for multiple playthroughs. The morality system in theMass Effect Trilogymakes it too easy for players to metagame. Often getting the best outcomeMass Effect’s story involves simply picking the top right or bottom right option in all conversations, and then going for the blue or red option during major choices. A morality system that offers more choices and nuance leading to those choices would make for a more interesting roleplaying experience, especially if it’s tied to Shepard’s growth in a post-Reaper world.