Deconstructing the game: Mass Effect

I wish the options were not about right, wrong, or in between but were more grays. Everything is just picking the option you want to get the desired outcome. I like the idea of having the person’s own views guide the dialog instead of very obvious paths toward gaining easy points. I found myself just robotically choosing the same top option just to further my paragon (good) rating through the game. Now if the options were a little more scrambled and less obvious, things would be far more interesting.

So why can’t I just take his gun? Maybe this is just the inner Fallout III fan (or even, Secret of Evermore/Mana fan) but when enemies drop items, I want to be able to take the things they have. It would have helped to be able to sell off or reduce to Omni gel a whole bunch of enemy guns to get me off to a better start to the game, and could have helped improve the broken economy.

Wow, now many would be wondering I’m sure, well what did you like anyway? Here’s what:

The idea that I am in space, and can go anywhere: This was essentially the core what made Mass Effect compelling, a universe that I could fully explore. The space map was huge, and the options to explore planets gave me the feeling that there was so much to do, even if I didn’t particularly want to land on a planet. Knowing that I could do so lent to a feeling of epic vastness that I haven’t experienced in many games.

Getting experience for talking: The biggest strength in the Swiss cheese armor that is Mass Effect is the conversation system. I loved talking to the well written, well characterized individuals from all of the widely varied races in the game. I also received experience for having those conversations, which encouraged utilizing the games best feature, often.

This is a great carrot on a stick to encourage talking to as many NPCs as possible, especially with the amount of time put into making them all unique.