The Good, The Bad, The Grey Wardens
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DA:O makes being all good or all evil extremely difficult. There is no system to reward good decisions (or evil ones), unlike the BioWare RPGs that have preceded it. In the Mass Effect world, you have the Paragon/Renegade scale. The closer to each extreme you fall, the greater number of options you'll have in dialogue. In Star Wars: Knights of the Old Republic, there's the Light Side/Dark Side of the force, and choosing one opens up new abilities. The decisions in DA:O themselves are not so clearly bad or good. Often something that seems like a good decision at the time has unexpected, dark consequences. One word: Landsmeet.