Although the Mass Effect series largely revolves around player decisions, not every choice is as impactful as they're sometimes set up to be. Many times, players can end up disappointed with how little lasting impact their say has on the overall story of the franchise. Mass Effect 4 has the opportunity to fix this, and should allow players to have a larger influence on how the game progresses.

One of the most widely-criticized decisions in the series came at the end of Mass Effect 3, where players were allowed to choose how to face the Reaper threat in the final moments of the war. To many, the decision felt underwhelming and its outcomes were seen as unsatisfying, especially as a conclusion to a trilogy that had been building up to its climax for years. The backlash was so notable that BioWare ended up releasing the Extended Cut DLC for Mass Effect 3, which added more context to both Shepard's ultimate decision and its aftermath.

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Other plot points that frequently get brought up are the decisions regarding the council in the ending of Mass Effect 1. During the battle on the Citadel, Shepard is first tasked with choosing whether to save the Council or leave their ship to fend for itself. Regardless of which choice is made, humans will still find themselves able to nominate someone to the position of Councilor - either Anderson or Udina. This decision has little actual impact on the rest of the series, and may as well not exist at all. Mass Effect 4 can and should do its best to avoid similar situations.

Mass Effect 4 Can Learn From The Series' Best Decisions

Mass Effect 4's Choices Should Actually Matter

That isn't to say that every consequence in Mass Effect is disappointing. Many of the events on Virmire in ME1 have a large impact on the rest of the series, particularly as it concerns Shepard's companions. Meeting the requirements to spare Wrex is a goal that most players look forward to working towards, just as they may similarly be excited to attempt to save the entire crew during Mass Effect 2's suicide mission. Leaving either Kaidan or Ashley behind at the end of the Virmire mission can also result in two vastly different playthroughs depending on which was chosen. While the choice to spare or kill the rachni queen is sometimes viewed as pointless considering how Mass Effect 3 progresses, the more long-term implications of the rachni's presence in the galaxy post-war is also worth noting.

Mass Effect 4 - although it will be returning to the story of the original Mass Effect trilogy - will have the opportunity to re-invent how player decisions will work moving forward. Whether the game will serve as a stand-alone or as the gateway into a new series of Mass Effect games, it could be built around the concept of allowing for large and impactful choices, prompting players to replay multiple times in order to experience the vastly different stories they create as a result. Player freedom, especially when it pertains to story direction, is a large part of what adds to the longevity of RPG titles, and Mass Effect 4 should make the most of this design tactic.

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