Mass Effect 5 needs to learn this crucial lesson from Baldur's Gate 3

0
Mass Effect 5 needs to learn this crucial lesson from Baldur's Gate 3

If Mass Effect 5 If you want to earn a similar reputation for being a cutting-edge RPG as the original trilogy, you'll need to follow some important tips for Baldur's Gate 3. At the time of its release, the original Mass Effect The games were praised for their in-depth story and how players' choices could be transferred from one game to another. However, at this point, these qualities are old news, and RPGs like Baldur's Gate 3 significantly improved in them.

Baldur's Gate 3 offered players a wide range of branching dialogue trees with a surprising number of hidden options. Players can even get some rare voice lines from companions like Shadowheart, depending on which race they choose to play with. Going back and reproducing the original Mass Effect games reveals how far gaming has come in terms of dialogue options and how far Mass Effect 5 will need to go to keep up with the current expectations of RPG players.

Mass Effect's choices were very telegraphed

Mass Effect kept the Paragon and Renegade options in the same place


Conversation in Mass Effect

One of the most dated aspects Mass EffectThe dialogue options were the way telegraphed Paragon and Renegade options. While it may take a few conversations for players to understand, it quickly becomes apparent that all of the options in the top right corner of the dialogue wheel are Paragon options, and the bottom right is Renegade. After a while, this can cause players to leave a conversation and just tilt the button in the direction they want to score points.

Additionally, the dialogue options on the left side of the dialogue wheel are typically optional and intended for exposition only. On rare occasions, dialogue on this side of the circle is important; It is usually colored blue or red, again signaling which option is Paragon or Renegade. This means that players can get into the habit of ignoring the left side of the wheel when it is not colored.

In contrast, Baldur's Gate 3 it simply presents the dialogue as a list of options to choose from. While things like persuasion checks and class-specific dialogue options are present, they still aren't always the best option depending on what players want to do. For example, if a player wants to work with Yugirr, they can't just turn off their brain and click all the Persuasion checks, because if they do, they'll convince the demon to end his own life. By not signaling to players the likely outcomes of specific dialogue options, players are forced to choose their words carefully.

Mass Effect 5 should have a more complex morality system

Mass Effect's Paragon/Renegade system was very simple


Mass Effect Renegade with Mass Effect Shepard with the Omni-BLade facing enemies
Custom image of Katarina Cimbaljevic

Similar to the dialogue wheel, Mass EffectThe simple morality system is another thing that hinders the player's ability to roleplay. effectively. Many of Mass EffectDecisions are simply divided into Paragon or Renegade options. For example, when deciding what to do with Queen Rachni, players can free her (Pagaron) or kill her and effectively complete the genocide of her species (Renegade).

Although the game gives players many compelling reasons to choose one of the two sides, players are not able to respond with the same level of nuance. There is no ability to talk and try to come up with a plan for the Rachni to be freed, but there are still some safety measures in place in case they decide to start taking over planets again. For all the nuances that exist in any issue in Mass Effectthe player is typically left with one of two simple, blunt options.

What matters most in Baldur's Gate 3 it is the relationships and reputations that players build, rather than simply making decisions that are considered all good or all bad

Additionally, certain dialogue options are limited to players who have not earned enough Renegade or Paragon points. This encourages players to choose one of the two paths and follow it regardless of their opinion on a given issue, because they may find themselves excluded from important options later on. This again reduces a lot of talking to players simply tilting the stick toward their chosen path and passively watching Commander Shepard speak for them.

Baldur's Gate 3 has a much better way of letting players choose how to deal with different situations without getting stuck in an outdated morality system. When trying to do something like turn Shadowheart away from his self-destructive loyalty to Shar, players don't need to have been upstanding, impeccable citizens beforehand. What matters most in Baldur's Gate 3 it's the relationships and reputations that players build, rather than simply making decisions that are considered all-good or all-bad. This allows players the flexibility to be morally upright in some cases, but a little more dubious in others.

Mass Effect 5 shouldn't allow players to repeat conversations

Repeating conversations takes the weight out of decisions


Shepard and Garrus touch foreheads in Mass Effect 2

Node Mass Effect series, there are some conversations that players can repeat ad nauseam until they get the desired result. This means Shepard can talk to someone like Wrex, make Wrex angry with his choices, and then immediately have the same conversation again and correct your answers to obtain a more favorable response. This makes a lot of the relationships between Shepard and the party members feel a little hollow, as there's always the option of simply going back and choosing better options.

Although certain dialogue options in Baldur's Gate 3 can be repeated, such as asking teammates to evaluate your actions or checking your position with them, most conversations are not repeated. This means that if players put their foot in their mouth too many times, they could be left out of a potential romantic relationship. In extreme cases, the wrong dialogue choice can even lead to party members leaving, such as telling Gale he can't eat any more magical items. This gives conversations more weight and makes relationships feel more meaningful.

A silent protagonist allows for more dialogue options

More lines can be written if they don't need to be dubbed

Having Shepard voiced was a huge step forward for RPGs when Mass Effect was released, but while it was innovative, it also limited what could be done with Shepard's character. By needing two separate voice actors (Jennifer Hale and Mark Meer) to record all of Shepard's lines, there was a hard limit on the number of dialogue options Shepard could have in the game. Returning to the standard text model with a silent protagonist, Baldur's Gate 3 was able to include a wider range of lines for players.

Voice acting a character with an infinitely malleable personality can also be difficult to pull off. Shepard occasionally seems a bit stilted or apathetic in certain line deliveries. This isn't the fault of the talented voice cast, but rather the game's only option to prevent a certain line from sounding out of place with a character's chosen personality for Shepard. Taking a page from Baldur's Gate 3book and keeping the protagonist silent, Mass Effect 5 it can allow players to project whatever personality they choose onto their characters more smoothly.

  • Mass Effect: Legendary Edition

Leave A Reply