Readers continue our dissection of morality and choice in BioWare games
Weapon Of Choice
This week, Patrick Lee returned to what has always been one of the hottest topics throughout Gameological’s history: the problems with decision-making in BioWare games. First, in a For Our Consideration op-ed, he argued that the lack of consequences for Paragon decisions throughout Mass Effect robs the series’ setting of the anarchic violence it wants to convince us is so prevalent. This discussion started off great and never backed down. The Wilford Brimley Explosion kicked things off (with a prescient comment that sums up Patrick’s later What Are You Playing This Weekend? prompt):
This is one of the reasons I really love the Dragon Age series. With a few exceptions, basically all of the choices are morally ambiguous. In Inquisition especially, I feel really challenged with the choices I make. Just last night I was catching up on a whole bunch of “sitting in judgment” quests, and I really struggled with what sentence made the most sense to dole out on my prisoners. There are definitely a few times I’m not so sure what I did was right, but I made the choice I made and had to live with it.
And Close-watcher pointed out that these choices are ultimately limited by the scope of the game and its pre-programmed interpretations:
The problem with ambiguous choices, though, is that the game is still programmed. You have your own interpretation and reasons for choosing one option, but the game has another interpretation or another reason for offering that choice. And that can be really frustrating to me.
Last night, I sat in judgment on a certain Venatori and initially called for imprisonment. I figured that killing him served no point when we had little info about his ally, but putting him on a leash to train mages seemed incredibly dangerous. (And if you have the right perk, I guess you can tell him to research magic that almost tore apart reality, which—really?) But a bunch of characters disapproved of my choice, which I take as an indication that, from the game’s POV, I made the wrong one. Sentencing him to Redcliffe, on the other hand, gave me a bunch of approvals.
So I went with the option that gave me “likes.” Even though it strikes me as incredibly short-sighted and risky, that doesn’t really matter. This is a game, and the consequences have already been determined. I can’t convince anyone. I can’t bear fruit or avoid harm that has not been programmed by the developers. So is there really a point in going with my gut?
garfieldhatesmondays had a similar problem with predicting the game’s interpretation of certain dialogue options:
I’ve found in both Mass Effect and Dragon Age that sometimes the logic I’m using to make a decision isn’t the same as how the characters see it, and that always takes me out of the game. To use an example from Mass Effect 2, there’s a scene where Miranda and Jack get into a fight. I took Jack’s side, not because I agreed with her, but because Miranda was a more mature and reasonable character, and I was so immersed in the game that I thought “Miranda will understand that I’m not really taking Jack’s side but that this is the best option to diffuse the situation because Jack is being unreasonable right now.” But of course, it’s just a video game, so I lost Miranda’s loyalty and she acted coldly to me the rest of the game.
The consequences in Inquisition haven’t been as severe, but misunderstandings still come up, and that really breaks the immersion for me.