User:Twilight053/Morality

Morality is measured in WARFRAME by a single sliding scale, containing all the "Sun", "Neutral" and "Moon" choices. Unlike many role-playing games, which morality system determine how the world views the player Tenno, WARFRAME represents the morality system as a reflection of self.

As most of the morality choices in WARFRAME results in the same outcome, the morality system keeps track of the means of doing so. This also means there is no gameplay-driven motivation for avoiding a particular type of choice.

that grants or locks out access to a certain event according to the morality meter, WARFRAME's morality system impacts the player Tenno. As all three actions

This also means that the morality system does not represent how the world views the Tenno, rather, a

by "Sun", "Neutral" and "Moon" points. Unlike The

Morality is measured in the original Mass Effect trilogy by "Paragon" and "Renegade" points. Unlike many contemporary role-playing games, such as BioWare's Star Wars: Knights of the Old Republic, that represent morality as a single sliding scale of good and evil, Mass Effect keeps track of the Paragon and Renegade points on separate scales. A good action will not make up for an evil one; therefore, being nice occasionally will not stop people from fearing a killer or remove the reputation of an unsympathetic heel, but nor will the occasional brutal action significantly damage the reputation of an otherwise upstanding soldier. This also means there is no gameplay-driven motivation for avoiding a particular type of action.

Commander Shepard's Paragon and Renegade scores affect the availability of special "good" or "bad" dialogue options with significant impact. In Mass Effect, a higher score will unlock potential ranks for the Charm and Intimidate skills, where Shepard must invest skill points to make new dialogue choices available. In Mass Effect 2 the skills no longer exist; instead, the Paragon/Renegade scores unlock extra dialogue options directly.