I think you're right on, but I think there is still a role for choice systems. I know players can feel the emotional weight of decisions in games because I hear them griping about shitty stories so much. It's the reason people don't want to hear spoilers until they play a game for themselves. A book, after all, is something you can turn off (close) and come back to. Those characters don't even have faces I can see. It just happens that Bioware makes little attempt to appeal to this emotional response, choosing instead to reward the player through game mechanics and effects on gameplay. In Mass Effect, the choice toSonicWaffle said:This isn't limited to BioWare, it applies to just about any game with a choice system. The player, not feeling the emotional weight of the decisions being made (because unless you're extremely empathetic towards fictional characters, it's still just a game you can switch off and come back to whenever you like) must choose on the basis of what will have the best effect on their game. We have very little emotional stake in whether Kaiden or Ashley dies, so instead we concern ourselves with which character is most useful to our playstyle or annoys us least, which for me - using both criteria - meant that poor Kaiden had to go boom.yaydod said:In my eyes a good RPG, during important choices makes you think for a few minutes "What should i choose?", they make you ponder the good and the bad of your decision, the only Bioware game that made me do that at some point was Dragon Age: Origin, all the others I wonder 90% of the time (quoting some one well known to these forums) "What option gives me the most Dick head points?"
The inherent issue of a moral choice system is that it is just that, a system. A mechanic in a game to be exploited by the player for the ideal results, because that's how games work. It removes the ability to care too much about such things because instead of caring for the characters you're caring about your own progression through the game and you're not going to do something that deliberately fucks up the game you've spent hours playing through. Yes, sometimes there are occasions when we'll become emotionally involved but they're few and far between. Choice systems are just like a game with a limited inventory; we decide what to carry based on what gives us the best results, not because we have an emotional attachment to our favourite shotgun.
shoot or not shoot the Krogan
lop Loghain's head off.
It's not that choice systems are no good, it's just that Bioware blows at it.