You had to make some tough decision in "Mass Effect" sometimes. Should a character live or die? The choice was often left in your hands.
But even if you didn't like your first choice, you could always boot up an old save and pick a different path. That character never really had to die.
BioWare admits that's a struggle with even their own games. Because "Star Wars: The Old Republic" is a persistent online experience, they see an opportunity to solve that.
"As an attempt to appeal to a broader and broader audience, consequence has left gaming," said BioWare co-founder Greg Zeschuk to me after unveiling his MMO this week. "Everything is very low impact and there's no real negative result that can occur. We're going to start bringing that back but in a rational way, a way that doesn't punish the player -- but puts them on the spot."
The issue of inconsequential decision-making isn't just something limited to offline experiences, however, argued Zeschuk. Online games are guilty of it, too.
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