It was idealism and cooperation versus "I'm a bloody spectre, now get the hell out of my way and let me do my job before I boot your ass out of the way". Rarely does the Renegade engage in petty cruelty, usually it's just a disregard for everything that isn't directly related to completing the mission, namely in this case to save the galaxy. If you were kind of a jerk, but literally the entire galaxy was dependent on you getting the job done, would you react well when people tried to give you menial tasks in order to proceed?-Drifter- said:The way I saw it, Mass Effect wasn't so much good/evil as it was sane/not so muchtlozoot said:I didn't play the evil guy in ME1 simply because there was no evil guy - just a douchebag who made jackass comments in every conversation. When it came to conversation at least, the 'evil' option in ME1 was shallow.
Bioware has always done an excellent job with their morality systems. In Baldur's Gate doing mean things made people more mean to you, but also afraid of you, making it easier to bluff your way out of things. In KOTOR, it was straight up Black and White Good v. Evil, because that is the way that Star Wars always portrays Light Side and Dark Side (And Obsidian had sooooo much fun turning this on its head in the sequal). In Jade Empire*, it was very similar to Mass Effect with Open Fist/Closed Fist. Open is about generosity and helping those in need, the Closed Fist is about everyone needing to build and wield their own strength, otherwise they will never become stronger. The game makes it very clear that the Closed Fist isn't necessarily about being an asshole just because you can, but to force other people to become stronger by facing their own battles and not having you do it. Mass Effect borrows heavily from this, but for Renegade it becomes all about getting the job done as quickly as possible.
Then Dragon Age just tosses the whole thing out the window. I still haven't decided how I feel about that. At least in a game like Alpha Protocol, where there is no 'morality' system, at least consequences for all your actions can be felt later on. Not so much in DA, sadly.
So I guess my main point is that I like morality systems, especially when they're done right and given some depth, or fit the universe in which they are set. It adds a lot to replay value at least
edit:*