WhenMass Effectfirst landed in players’ hands, it quickly earned a well-respected reputation for blending cinematic storytelling with the agency of choice-based RPGs. From memorable characters to epic stakes, the narrative BioWare injected intoMass Effectspearheaded the legacy and impact of the franchise in the RPG genre. A significant part of that success came from its approach to dialogue, particularly through systems like Charm and Intimidate, mechanics that made conversations feel more like combat encounters than passive cutscenes. But as the trilogy progressed, those dialogue skills gradually fell to the wayside, simplified or replaced by reputation meters and binary moral paths. Now, withMass Effect 4in development, BioWare has a golden opportunity to rethink how dialogue should function in the next era of the franchise, and one RPG could prove to be a muse.
If BioWare is looking for inspiration, they don’t have to look too far. Larian Studios’Baldur’s Gate 3has been widely praisednot just for its deep role-playing mechanics but for how meaningfully it allows players to shape their story through dialogue. Some ofBaldur’s Gate 3’s most magical moments don’t necessarily come from its spellweaving or its larger-than-life threats, but rather from the art of conversation. By leveraging a range of ability checks and personality-driven responses,Baldur’s Gate 3makes conversation feel active, risky, and impactful, somethingMass Effectcould benefit from as it tries to evolve its core identity to suit the modern age of gaming.
What Baldur’s Gate 3 Gets Right About Dialogue
InBaldur’s Gate 3, the abundance of conversations both overwhelms and disarms the player. After growing accustomed to the cadence of dialogue, just a small conversation that feels of no consequence could turn the tide of the party’s luck. This isn’t just because of well-written lines or branching outcomes, but rather the game’sDungeons and Dragons-inspired roleplaysystem. Skill checks, character stats, and even party member interjections influence how conversations play out, giving players an arsenal of tools to express their version of the protagonist.
Whether it’s Persuasion, Deception, Intimidation, or Wisdom,BG3treats dialogue as an extension of the player’s build. A smooth-talking Bard plays very differently from a blunt Barbarian, not just in combat but in how they navigate the world socially. Its vastness leads players todiscover new dialogue options inBG3even in 2025. These mechanics allow players to win battles without ever drawing a weapon, somethingMass Effect 4should seriously consider if it wants to recapture the complexity of early Shepard-era storytelling.
The Fall Of The Charm and Intimidate System In Mass Effect
In the originalMass Effect, players had clear incentives to invest in dialogue-focused talents. Charm and Intimidate weren’t just flavor, but rather, they were functional and critical to establishing roleplaying styles for players wanting consistency. The system opened up alternate outcomes like avoiding conflict and occasionally saving entire squads. Charm and Intimidate were tightly interwoven withShepard’s Paragon/Renegade alignment, making moral choices feel mechanically rewarding.
But byMass Effect 2and3, the game had largely moved away from dialogue skills in favor of simplified and dichotomous reputation systems. Dialogue outcomes became more about how much of a certain alignment Shepard had accumulated, and less about investing in specific conversational styles. While this allowed for a cleaner, more cinematic presentation, it also meant that nuanced roleplay took a backseat. Althoughthe Mass Effect trilogy is worth revisiting in 2025, more granular dialogue skills in the later games could have brought a deeper level of personalization that fans of the original game still miss.
Making Room for More Than Just Morality In Mass Effect 4
One of the biggest takeaways fromBaldur’s Gate 3is that not every player wants to be locked into a binary morality path. Its dialogue options don’t always hinge on whether the player wants a “good” or“evil” playthrough inBG3. Instead, they offer choices rooted in wit, intimidation, self-interest, or empathy, reflecting a wider range of personalities.
Mass Effect 4has the chance to break free from the Paragon/Renegade moldentirely. While alignment systems have their place, the franchise could benefit from embracing more roleplay-oriented traits like diplomacy, coercion, or even subterfuge. Giving players more tools to define their protagonist beyond a good/bad binary would reflect how RPGs have evolved in the last decade.
Party Dynamics Could Elevate Conversations
Another standout feature inBaldur’s Gate 3is how party members interact during key dialogue scenes. Sometimes they interrupt. Sometimes they cheer. Other times, they hate a choice so much that they leave. This creates a sense of living, reactive relationships that go far beyond approval meters while presenting the player with the challenge ofcreating a party leader every companion can stand behind.
WhileMass Effecthas always excelled at buildingstrong companion bonds, its dialogue structure rarely gave party members room to dynamically interact mid-conversation. Allowing companions to influence dialogue checks or to succeed where the player might fail would deepen immersion and reflect the team-based nature of the series. After all,Mass Effectis as much about its companions as it is about its protagonist.
The Time Is Right for a Deeper Dialogue System
WithBaldur’s Gate 3setting a new gold standard in dialogue-driven RPGs andMass Effectpreparing for a new chapter, the time is right for BioWare to revisit what made its earlier games so beloved. A return to skill-based dialogue, expanded and modernized, would not only honor the legacy of the franchise but also push it into fresh territory. Whether through persuasion checks, party influence, or just giving players a broader emotional palette to speak from,Mass Effect 4could transform conversations into gameplay highlights once again. Charm and Intimidate were never just fluff, they were foundational to how players shaped their story. It’s time they got the attention they deserve.
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