One of the most unique features in BioWare’s Mass Effect franchise is the introduction of a balanced morality system. Shaped by Commander Shepard’s choices, actions and reactions, the morality system is designed to not only mold the galaxy around the player, but to establish Shepard’s personality as well. Whether Shepard is a Paragon of virtue or a Renegade bent on wreaking further havoc in an already chaotic universe is up to the player, and this helps make each game feel more personal and realistic.
Commander Shepard carries the weight of the galaxy on their shoulders, and how they react to the situations they face can make a world of difference in how the galaxy reacts to Shepard, including whether they head their advice. It’s up to the player whether or not other know that they can count on Shepard to make things right — or if they fear the very name “Commander Shepard” for the chaos they are known to cause.
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Morality interrupts appear all throughout the game, specifically while interacting with the NPCs. They are proceeded by a quick sound and often interrupt ongoing dialogue to allow Shepard to intervene politely or with antagonistic reactions that come to define their nature. As a human in a position of power, Shepard’s choices often affect the entire galaxy. When tensions rise, the player character’s reactions determine how events play out, as well as how the people in the galaxy perceive them.
Mass Effect‘s morality point system may seem black and white (or red and blue) at first glance, but every morality choice Shepard makes shapes the game’s dialogue and reaction options as the plot progresses. The more morality points Shepard earns, the better their chances of convincing characters to follow their advice or carry out their will — either through persuasive charm or forceful intimidation.
BioWare has used morality systems in a number of its games, but the unique aspect of the Renegade/Paragon point system is that the game keeps track of them separately, weighing them against each other to define the character overall. A high-level Paragon can get away with the occasional Renegade response without creating a Shepard that everyone fears interacting with. On the other hand, a high-level Renegade can’t smooth over the galaxy’s perception of them by simply performing the occasional good deed. Actions define perception, and when trying to rally an entire galaxy, perception is everything.
Because of the way the system works, players who don’t have enough points in either direction often won’t receive the same opportunities to charm or intimidate. Shepards who lean heavier in one direction or the other will only have the opportunity to offer the response or perform the action that coincides with their primary morality. At times, a good balance between the two will offer either option. However, there are times when it’s important to have as many points as possible in one or the other.
For example, in Mass Effect 2, the relationship between Jack and Miranda is volatile because of Jack’s tragic history with Cerberus and Miranda’s seemingly blind loyalty to the Illusive Man. After completing Jack’s personal mission, things between the two women come to a violent head, and Shepard has to intervene. If the player wants to maintain the loyalty of both squadmates, they need to either calm their emotions to convince them to work together or intimidate them into looking at the bigger picture so they can complete the mission.
If Shepard’s Renegade or Paragon points aren’t high enough to trigger those responses, they’re forced to choose a side, potentially losing the loyalty of the squadmate not chosen. A disloyal squadmate has a higher chance of dying during the suicide mission, which makes things a lot more difficult down the line.
ME2 also introduced a Cerberus-resurrected Shepard who starts the game with deep scarring. Dr. Chakwas explained that the more kindness Shepard displayed, the less noticeable their scars would become. However, a Renegade Shepard who behaved rashly and inconsiderately would see their scars continue to worsen with every bad deed. Shepard’s scarring carries over into the third game, clearly defining the type of hero or miscreant the player chooses to become.
To achieve the best results with the morality system, consistency is key. Once the player decides what type of person their Shepard will be, it’s important to stick with those morality choices whenever they crop up. Consistent Paragon choices will inevitably breed more opportunities to make mindful, positive choices, and vice-versa. The more morality points Shepard earns, the easier it will become to carry out certain tasks and convince the people of the galaxy to take their advice.
There is a lot at stake in the Mass Effect trilogy, especially once the rest of the galaxy acknowledges the Reaper threat. Becoming a true icon capable of convincing the galactic leaders to follow Shepard’s lead through the chaos, either through virtue and reason or aggressive intimidation, means taking advantage of every morality option that presents itself to ensure those Paragon and Renegade points make the most convincing statement.
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