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Culture War Roundup for the week of May 4, 2026

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Would you say it happened organically in Knights of the Old Republic or Jade Empire?

I'd agree that it felt fairly organic in Baldur's Gate and Neverwinter Nights, but those aren't really games about morality. BG is sort of about whether you choose to turn away from or embrace the power of Bhaal, but those games are so sidequest-heavy that you don't spend most of the game thinking about it, and for the most part you just make decisions based on what seems sensible at the time. Baldur's Gate does not even track your moral decisions systematically in any way - the closest it has is reputation, which is clearly more about how you are perceived. NWN does have alignment shift slightly in response in your choices, but in a very granular way (loot a house, +5 to Chaotic, etc.).

However, KotOR and JE both sell themselves as games about morality, and have a big moral choice system that their mechanics are structured around. I thought that both of them do present you with a series of contrived moral dilemmas just so you always have a Light Side/Dark Side or an Open Palm/Closed Fist choice. They were usually cartoonish and silly, but they were unmissable.

Perhaps it felt less jarring then because KotOR is a Star Wars game, and very blatant LS/DS choices are part of that franchise? But Jade Empire starts to give you the idea that OP is not good and CF is not evil, and while that was laughable as implemented in JE itself, it's clearly a prototype for Paragon/Renegade.

I suppose my perception is that BioWare sort of flanderised themselves over time. Baldur's Gate doesn't really have a morality system but it does have themes of the protagonist struggling with his/her evil nature. KotOR and JE externalise it, ME built the whole game around it, and...

So I think Dragon Age is an interesting comparison, because Dragon Age does not have a morality system as such. Dragon Age replaces morality with a more granular system of companion approval. There aren't objectively good or evil choices, just choices that different companions like or don't like. In theory this fits well with the early DA games' attempt to be dark fantasy, emphasising necessary evils, sacrifice, complicity, and murky situations where there are no good options. At times it even works well. Do you execute Loghain or not? There isn't a clear right or wrong answer to that question, but your choice will have consequences either way, especially for your companions.

However, you can tell that Dragon Age is written by people who have the KotOR/JE/ME script still in their heads, and they keep presenting you with contrived dilemmas that feel like they're from earlier games. There aren't little blue or red icons, but obviously sparing the mages is the LS/OP/Paragon/blue option, and the Rite of Annulment is the DS/CF/Renegade/red option. Saving the elves is blue and recruiting the werewolves is red. Destroying the Anvil is blue and making the golems is red. DA's promise of more interesting choices is usually not lived up to. Helping Caridin is the good choice and helping Branka is the evil choice. It's not subtle.

And the same in DA2, and then by Inquisition I think Dragon Age has more-or-less given up on being dark fantasy entirely. It is a pity, because while it was certainly imperfect, I did think Origins was on to something.

Would you say it happened organically in Knights of the Old Republic or Jade Empire?

The whole concept of the series is exploring this aspect of the Star Wars universe; how can normal, realistic human beings can become what appeared to be comic book villains, so it felt like the morality system and its difficult questions was in service of the world building. Yes, the Sith are comic book villains, but the comic book villains occasionally make a good point. And I'm reminded of that planet in KOTOR where a Republic officer is decidedly guilty of murder; this is the kind of realistic dillema that helps the world building. KOTOR2 also works a lot to knock the Jedi down a peg, not intervening against the mandalorians was a problematic decision that with the benefit of hindsight the Jedi love to act all superior about, nothing says that it needed to have happened that way, especially if the Jedi had been led into the war by wiser masters rather than hothead Revan. I don't remember much of Jade Empire, I remember the thesis of closed fist being not exactly evil made sense when it came up in the game, but as applied in the game it felt disconnected (it would have made sense if CF was about letting or empowering people to deal with their own problems, but in the game it felt more like inflicting additional cruelty for the lulz)

However, you can tell that Dragon Age is written by people who have the KotOR/JE/ME script still in their heads, and they keep presenting you with contrived dilemmas that feel like they're from earlier games.

Yeah, Bioware of that era was high on their own supply in that regard (and in the LGBT romances department) due to the praise they were getting. It's not the morality system I resent, but the contrivances made to force you to engage with the moral dilemmas. In the KOTOR murder case I mentioned, the murderer doesn't also randomly kidnaps your dog and forces you to chose between losing your dog or helping him off the hook; the reason why you would hesitate are utilitarian calculus (his condemnation could affect the balance of power on that planet), or perhaps an extremist belief that all Siths deserve death because the ideology they willingly embrace would spread it, etc... The story doesn't feel the need to twist itself to try and make the choice harder.