Shepard was written before you
17 min read
By Eduardo Orellana ·
BioWare's Shepard, 2007, has to be yours and already someone. Push either side too far and the performance, or the choice, goes hollow.
The hero arrives with a past
Every named protagonist is an argument about ownership. How much of this person belongs to the player, and how much was decided before the menu appeared? Commander Shepard, in Mass Effect from BioWare in 2007, is the argument in a uniform. You pick a history, a face, a set of lines. The voice, the job, and a good deal of the temperament were written already.
Push the player's side too far and the performance has nothing to act. Shepard becomes a cursor with a surname. Push the writer's side too far and the dialogue wheel is a costume: you were going to say the heroic thing anyway. The scenes that work are the ones where both are true at once. You chose the ruthless line, and it still sounds like Shepard, because the boundaries of that person were drawn before you arrived and left on purpose.
Player control versus character identity in RPG heroes
Every game with a named protagonist has to settle a quiet argument: how much of that person belongs to the player, and how much was decided before the player arrived.
Gone Home stages it in miniature. The player starts reading a private note from Sam about Lonnie, and the note snaps shut before the end. The player wants to keep reading. Katie does not. A small joke, but the seam it exposes is real.
In role-playing games the seam is load-bearing. Western RPGs spent years solving it by removing the character entirely. The hero had no name, no voice, no history, and the player supplied all three from imagination.
Commander Shepard arrives with the opposite problem. There is a service record, an N7 designation, an Alliance posting, a reputation across the galaxy, and a speaking voice, all in place before anyone picks up a controller.
Shepard sits between an empty avatar and an authored lead
Mass Effect keeps large parts of Shepard under player control while refusing to hand over the whole character. The result is a protagonist owned by two authors at once.
The player picks a first name, a background, a psychological profile, a face, a sex, a class, and then every dialogue choice, moral call, friendship, and romance that follows.
What the player never picks is the wording. The dialogue wheel takes a gist and a tone; Shepard supplies the sentence, delivered with full performance. That single gap changes the character's status entirely.
So Shepard is not Nathan Drake and not the Dragonborn. Not a finished action hero, not a hollow shell. Across three games the personality is split between the player and the character, and holding that split steady turns out to be hard.
What Mass Effect gains from a specific protagonist
Giving the hero a definite identity buys the series things a blank slate cannot supply, starting with the ability to point a camera at its own lead.
A visible, voiced, physically present Shepard lets the game stage scenes cinematically. It also lets the story be about Shepard rather than merely happening near them. The rest of the cast can respect, distrust, want, resent, or follow the commander, because there is enough person there to react to.
Conversation improves as well. Nobody is scrolling a list of hypothetical replies while imagining a voice for them. Shepard answers on the spot and behaves like somebody actually in the room.
The biggest gain is the starting position. Shepard already holds rank, already fights well, already carries weight with the powers of the galaxy. No prison break, no amnesia, no opening hours spent earning the right to be taken seriously. The mission can begin immediately.
Heroism is the part of Shepard the player cannot change
The one attribute the player never gets to touch is Shepard's moral position. Shepard is a hero, and the trilogy is not negotiating about it.
Shepard fights for the Alliance, treats the Citadel Council as broadly legitimate, and answers when the galaxy needs saving. That rules out siding with Saren, killing Captain Anderson, walking away from humanity, or deciding the Reapers are somebody else's job.
Which closes off the morality system Knights of the Old Republic used. A light and dark side scale needs a protagonist who might genuinely go dark, and Shepard has no interest in evil.
Mass Effect substitutes Paragon and Renegade. The destination is fixed and heroic; what the player controls is the route. Lawful, sympathetic, and egalitarian at one end, reckless, callous, and pragmatic at the other.
Why the Paragon and Renegade scale is hard to write
Narrowing the moral range from good against evil down to heroic against less heroic sounds elegant and gives the writers a much smaller target to hit. The first game misses it often.
Plenty of Renegade replies amount to the Paragon reply said rudely. Others resolve into nearly the same outcome, so the wheel offers a choice of attitude rather than a choice of action.
Then the scale swings the other way. Renegade Shepard can sucker-punch a reporter, knock out a delirious man, or kill innocent colonists while nonlethal gas grenades sit within reach.
Nothing in the surrounding story can absorb that Shepard. The trilogy needs its lead to remain a hero, so the writing excuses these acts, waves them off, or simply forgets them instead of paying for them.
The rubber band that drags Shepard back to heroism
When the player pushes hard toward cruelty, the story pushes back, because the campaign ahead depends on Shepard staying someone the galaxy will follow.
Kill the colonists and the game still offers thanks for the attempt. Punch a reporter, an act that should end a career, and collect a brief reprimand. Squadmates voice an objection and then let it go.
Some of the tension is handled well. Spectre status hands Shepard authority above the law, so rule-bending does not have to end with a summons from military command. The Council's obstruction and red tape give the player honest reasons to bristle at authority.
Even so, the elastic is always there. However harsh the player tries to be, Shepard slides back toward the heroic center, because the trilogy cannot function without that center holding.
How the first game pays players for picking one side
Beyond the writing problem, the first game's incentive structure quietly instructs players to commit to a single moral color and stay there.
Paragon and Renegade mostly end up as two seasonings on the same plot. Charm and intimidate resolve the same standoffs. The story underneath rarely bends.
Consistency, meanwhile, is paid for. Sticking to one side unlocks special dialogue, easier resolutions, shop advantages, and side content, while a mixed Shepard qualifies for none of it.
Given a reward for picking a lane, most players pick the lane that fits. Paragon dodges the rubber-band problem, matches Shepard's role, and avoids letting the crew down every few hours. Former BioWare writer John Ebenger later put the figure at 92 percent of players taking a broadly Paragon route through the first game. Renegade was available; sincerely choosing it was not.
The sequels build dilemmas worth arguing about
The later games get further by making the harsh option tempting on its own merits rather than by labeling it as the darker one.
Mass Effect 3 first repairs the incentive: Paragon and Renegade choices feed a single Reputation total, so consistency stops being a tax. The fix introduces its own cost, since neutral replies vanish from many conversations.
The Genophage is the clearest case. Curing the Krogan is obviously the Paragon path, and then the Salarian leader hands Shepard a strategic argument for sabotaging the cure: buy Salarian support and let the Krogan believe they have been saved.
It is an ugly plan, and it still fits Shepard, because the objective on the other side of it is Earth surviving and the Reapers stopping. The question the player answers is whether the objective pays for the method.
Good choices come from consequences, not morality points
A decision earns its weight from arguments, costs, and aftermath, not from the number it adds to a meter.
The Genophage choice has all three. The Krogan may become tomorrow's aggressors. Salarian support is genuinely valuable. Wrex can uncover the betrayal and die fighting Shepard. Friendships end.
The first game reaches for the same shape with the Rachni queen: release a dangerous species and accept the risk of a future war, or wipe it out to make sure the war never comes. Mass Effect 2's heretic Geth is a sharper version still. Is rewriting an enemy's directive meaningfully different from killing it, and what counts as a life once minds are synthetic?
What these choices have in common is that Paragon and Renegade barely apply. They ask for the least bad answer available, which is a better question. It is also the kind of question you can only settle by running the build and seeing how the fallout lands.
The toughest decisions in the trilogy involve companions
The hardest moments are not the ones that test Shepard's ethics. They are the ones that make the player choose between two people they have spent dozens of hours with.
Rannoch is the peak. Legion wants to upload Reaper code so the Geth can reach true intelligence; Tali is certain it will destroy the Quarian fleet. Both of them have earned the player's respect, and picking a side can kill the other.
Nothing about that decision concerns whether Shepard is good or bad. It concerns Tali, Legion, the Geth, the Quarians, and what loyalty is worth when it cannot go both ways.
A lot of games since have dropped binary morality for exactly that reason. The Walking Dead builds punishing decisions with no good and evil counters anywhere in sight, because the consequence does the work the label was pretending to do.
When Shepard talks and the player has nothing to say
The arrangement between player and character only holds while the player keeps getting turns. Mass Effect 1 signals this immediately by making the first line Shepard speaks a choice.
Mass Effect 3 lets the arrangement slip. Some scenes run for minutes with no meaningful input, Shepard conducting entire conversations while the player sits and watches.
The fix is not to attach galactic stakes to every prompt. Most prompts are about tone: snarky, confident, brusque, funny, professional. Tone is enough, because tone is what decides which commander this one is.
Take the turns away for long enough and ownership drifts. The authored half of Shepard gains ground, and the player's half loses it.
Mass Effect 2 hands Shepard a decision the player never makes
The largest choice in the second game belongs entirely to the character. Shepard dies, Cerberus brings them back, and the campaign proceeds with Shepard working alongside a notorious pro-human terrorist group.
The move pays off in several currencies. It stretches Shepard's moral space, cuts the cord to the Alliance, sours old squadmate relationships, and gives the Illusive Man a platform for suggestions the Alliance would never sanction.
It also produces real drama. Ashley's fury on Horizon would land hard if siding with Cerberus had been the player's call.
It was not. The game assigns one of Shepard's defining decisions to Shepard, then invites the cast to hold the player responsible for it. That accusation does not carry the weight it carries when the player personally sabotages the Genophage or leaves somebody behind in The Walking Dead.
How to write a forced choice without losing the player
Total player control is not always possible, so the craft lies in how a forced choice is presented rather than in whether it exists.
The limits are obvious once stated. If Mass Effect 1 allowed Shepard to decline the hunt for Saren, the game stops. If Mass Effect 2 allowed a flat refusal of Cerberus, it needs an entirely different campaign.
Three things make the imposition tolerable. The game has to argue the case: the Collectors are taking human colonies, the Council and the Alliance are not moving, and Cerberus has the means to chase them. The player has to be allowed to object, and Shepard can snap at the Illusive Man, refuse orders, and insist on working with Cerberus rather than for them.
The third is the small false choice. Shepard can refuse to surrender their weapons before somebody else ends the standoff. The outcome never changes, but the player's version of Shepard still gets to speak, and that is most of what agency feels like from the inside.
The design rules BioWare set for player choice
BioWare framed the whole problem as a set of promises. The choice interface should be predictable. Choices should deliver the result the player expected. Players should be offered the choices they actually want, and the finished story should read as theirs.
Measured against that list, the trilogy does well more often than not. The dialogue wheel becomes a grammar players can read at a glance. Save imports make old decisions feel remembered. Big calls echo forward across three games.
The Cerberus arc is where the list gets broken, and it shows how little slack a shared protagonist has. Two authors can share a character only while both halves of the arrangement are honored.
The practical rule is narrower than it sounds. When a plot move belongs to the authored character, the game should stop short of treating it as though the player authored it.
Rank gives Shepard a ship, a crew, and easy authority
A defined role is also a supply of conveniences, and Shepard's role supplies a lot of them.
Officer rank comes with a ship. Soldier training means combat needs no explanation. Spectre status bends the rules. Command makes assembling a crew a matter of asking. Over three games Shepard leads around 20 squadmates, who double as fighters, quest-givers, romance options, and moral counterweights.
Authority has a cost too. The companions in Mass Effect 1 defer enormously. They will disagree in the moment and almost never carry the grudge. Kaidan can find what Shepard did distasteful and take the next order anyway.
Set that beside Dragon Age or Fallout: New Vegas, where a companion can approve, disapprove, or walk out, and the Normandy crew starts to look loyal past the point of belief.
Loyalty missions often take agency away from the squad
Mass Effect 2 gives every squadmate a personal mission and then, more often than not, lets Shepard make the decisive moral call inside somebody else's life.
The lineup is strong and varied. Jacob looks into his father, Jack returns to the facility that tortured her, Zaeed goes after revenge, Mordin confronts the Genophage, Legion argues about the heretics.
Jack's mission shows the flaw plainly. The scene ought to be about whether revenge will heal Jack or hollow her out further. Instead Shepard can urge her to spare Aresh, or take the kill through an interrupt.
Then almost nothing follows from it. Jack grants loyalty either way, stays available for romance, and comes out of her defining moment essentially unchanged. Shepard's agency goes up and hers goes down.
Tali's trial gives a squadmate the right to object
Tali's loyalty mission runs the same setup and reaches the opposite result, because she is allowed to disagree with the outcome and mean it.
She stands accused of treason, and Shepard argues her case in what amounts to a courtroom. The player can turn up evidence that clears her and disgraces her father. Tali asks Shepard not to use it.
Use it anyway and she is furious. Her loyalty is gone, any romance is over, and the choice is flagged to carry into later games.
The refusal is what makes her a person rather than an asset. Shepard still holds the authority to decide; Tali is under no obligation to approve.
Hidden relationship state can carry a scene
Companion agency does not need a visible meter. Mass Effect 3 proves it during the Citadel coup, where Ashley either trusts Shepard and steps aside or refuses and dies.
The game reaches that outcome by tallying history: whether Shepard romanced her, whether Shepard cheated, whether Shepard visited the hospital, and other accumulated signs of trust.
Described as arithmetic it sounds cold. Played, it reads as a woman weighing everything she knows about Shepard and deciding whether a friend outranks a superior officer.
That is what hidden state is for. The relationship carries weight precisely because the game never showed the player a bar to fill.
Garrus absorbs Shepard's influence without losing himself
Garrus is the trilogy's best answer to the influence question, because Shepard shapes him without ever owning him.
He is the Paragon and Renegade split made flesh: a decent man with a taste for vigilante shortcuts. In the first game, conversations and a side quest about a criminal geneticist let Shepard push him one way or the other, and the game tracks the leaning without announcing it.
The tally is waiting in Mass Effect 2. Pushed toward Paragon, Garrus reports that he went back to C-Sec. Pushed toward Renegade, he says he went for Spectre selection and learned the worth of revenge from Shepard.
Either way he ends up as Archangel, which is the important part. Shepard bends his outlook and never steers him, and the relationship is richer than either flat obedience or a companion who audits every decision.
How much of Shepard the character creator hands over
Mass Effect gives away everything about Shepard's identity that the story does not strictly need, which is more than the marketing implied.
The box art produced a near-canonical Shepard: a white man with a buzz cut. BioWare could have made him official and did not. Shepard can be male or female, with a face, skin tone, hair, eyes, background, and class the player sets.
A few things stay fixed. Shepard is human, and Shepard has to be physically plausible as a soldier. Past that, if a detail will not break the plot, the game tends to release it.
Romance is the loud exception. In the first two games a female Shepard can romance women, while a male Shepard cannot romance men, even though BioWare wrote male same-sex romance into other RPGs. The likeliest reading is that the studio treated Shepard as too authored for that to be the player's call.
The third game widens who Shepard is allowed to love
Mass Effect 3 reverses the exception and lets a male Shepard romance Kaidan or Steve Cortez, moving sexuality into the co-authored half of the character.
That is the correct instinct for a protagonist built this way. When a trait has no bearing on the main story, handing it to the player is what makes Shepard feel personally owned rather than borrowed.
Assassin's Creed: Odyssey heads the same direction, letting players set the hero's sex and pursue relationships with characters of either sex. Its DLC then demonstrates the failure mode by forcing a heterosexual relationship onto a character the player may have defined otherwise.
The lesson is not that every hero should be anyone. Fixed identity is often the whole point of a specific character. But a game that invites co-authorship takes on a duty to respect the identity space it just opened.
What a widely customizable hero costs
Opening the character up wins reach and gives up detail, and Mass Effect pays both sides of that trade.
The win is large. An enormous range of players can put themselves in the chair and inhabit the fantasy of running the Normandy.
The loss is specificity. Male and female Shepard read close to the same script and share a great many animations, which blurs the distance between the two versions. For a female Shepard, gender difference surfaces mostly as the occasional lecherous remark from a man.
A generous reading is available: the 22nd century imagined here may be a place where a commander's sex, ethnicity, and sexuality have stopped mattering. Either way the tradeoff stands. The wider the brush, the harder it is to paint identity in fine strokes.
Where the middle ground works and where it collapses
Neither extreme is wrong, and the middle is not automatically a compromise. It is a separate design with its own failure modes.
Vacancy works for Skyrim and Fallout: New Vegas, where players build nearly any character and take the world at their own angle. Strong authorship works for the Yakuza games, unimaginable without Kazuma Kiryu, and for The Witcher 3, which needs Geralt to be exactly Geralt: name, face, sex, history, orientation, and code.
Fallout 4 is the middle collapsing. A voiced protagonist trims what conversations can do, and a kidnapped child applies an urgency that fights the open world the player is meant to wander.
Mass Effect, rough edges and all, is the middle working. Shepard has enough definition to anchor drama and enough give for the player to take possession.
The shared protagonist as its own design model
The shared protagonist is a model in its own right, with pleasures and hazards that belong to it alone, and Mass Effect is the long field test.
Across three games BioWare keeps recalibrating: the exact pitch of the morality scale, the exact frequency of player input, the exact authority Shepard holds over the crew, the exact identity options on offer. None of it settles.
When it lands, it lands because ownership is split fairly. Shepard is a credible icon, a voiced lead, a person you could describe to somebody. The player still decides whether this Shepard is patient or ruthless, loyal or opportunistic, gay, straight, bisexual, male, female, hardened by Renegade pragmatism, or steadied by Paragon idealism.
Shepard gets to be a commanding presence. The player is the one doing the commanding.
Build it in Flockbay
In the Flockbay app, write one scene where the hero can be kind or cruel and the performance has to stay the same person either way. Play both lines back to back. If one of them could belong to a different character, the boundary is missing. If they could be swapped without anyone noticing, the choice is missing.
A story RPG template and the AI RPG maker are enough for a single conversation. Do not build the galaxy first.
Keep reading
- A meter is not a moral choice
- A choice can skip the menu
- A speech check skips the scene
- Start a character players will care about with the AI game character generator
- Flockbay vs RPG Maker, for a party-based RPG
If your game has a named hero, decide early which parts belong to the player, then play the build and check that both halves still hold.
More notes on designing player choice