's mechanics are divided between exploration, combat, and dialogue, with the latter containing most of the franchise's biggest choices. Whether it's Shepard deciding to spare or destroy an enemy, or Ryder dealing with the Kett, dialogue comprises a great deal of role-playing elements. In the cases of both the original series and, though, the dialogue systems BioWare used had pros and cons when it came to the choices they gave players.
The Paragon/Renegade system of,, and is iconic, but often gears players towards one of two binary paths rather than allowing them to construct their own characters. Conversely, 's system provides a greater variety of dialogue choices, but often at the expense of them not being especially impactful. It remains to be seen how will handle its dialogue, but it will likely need to split the difference between the two approaches to create something new.
The original trilogy used a binary system for its dialogue, providing players options that fell into the categories of Paragon or Renegade. Paragon decisions were usually selfless, empathetic, and peaceful to a fault, while Renegade choices were more ambitious, cold, and aggressive. While games often provide a neutral option when it comes to small choices,big decisions usually require players to choose one of the two extremes.
Mass Effect Legendary Edition has some questionable Paragon options that seem closer to Renegade choices, leading to morally grey situations.
This basically allows players to build one of two different Commander Shepards: a valiant hero that puts others first, or a rebellious anti-hero that often makes brutal, even cruel choices for their own gain. And this approach works, but it doesn't leave a ton of room for different choices. Since players need to rack up Paragon or Renegade points to successfully perform more important actions, such as talking down Saren at the end of, they are basically encouraged to play one way throughout every game.
The requirement for players
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