Hmm...Zeriphor said:Moral choices should be about what's more important to you, not deciding which is the "good" and "evil" choices. Basically, weighing which principles you consider to be more important.
Mass Effect came up with a really good idea with its paragon/renegade system. Instead of the typical good/evil meter, you get 2 meters that are tracked separately. In theory, it was about idealism vs pragmatism, but that rarely ever happened... They really screwed up a great idea.
I didn't really like that system from the get-go.
For two-thirds of the series, you're forced into going strictly one way or the other as mixing it up too much can easily lead to scenarios where you are completely unable to select a certain dialogue choice... preventing any real role-playing from happening.
The other problem I had with it is the same one I have with every moral choice system that makes it clear how it evaluates you and what it considers 'good' or 'evil', 'lawful' or 'chaotic', 'idealistic' or 'pragmatic', 'whatever' or 'whatever'. That problem is simple: whatever points they attach to it... all that really does is tell me what the devs think about any of these actions; and even, in most cases, seems to be forcing a certain interpretation of these 'choices' on me before I've even made them.
I think that the invisible system in Spec Ops was brilliant.
However, Bioware did accidentally come up with a decent visible system (probably by accident at this point) for the Dragon Age series... rather than arbitrary points where the devs directly evaluate your choices...
they only showed how other characters reacted to your actions... they still screwed the pooch somewhat by still making a lot of the choices black and white, but at least it was a decent idea on paper.