"Interrupt" symbols 17 . 

"Interrupt" symbols 17 . 

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Moral decision making systems have long been a popular and widely discussed part of computer games; especially in—but not limited to—role-playing games and other games with strong narrative elements. In this article, an attempt will be made to draw a connection between historic and recent concepts of karma and moral decision making systems in digit...

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... second central game mechanic of the "karma system" is somewhat different: the so-called "interrupts". These are directly connected to the dialogues and only occur in the course of them. During a dialog, at the bottom of the screen, one or two symbols, each representing a "Paragon" (blue wing) or a "Renegade" (red star) interrupt, appear for a few seconds at certain predefined points (see Figure 3). The "interrupt" can then be triggered by pressing the left (Paragon) or right (Renegade) mouse button. Alternatively, the "interrupt" can also be ignored and then has no consequences. When the "interrupt" is triggered, Shepard performs a particularly nefarious or selfless act, depending on the option selected. "Renegade interrupts" usually lead to direct violent-and often spectacularly staged-actions against enemies or threats towards conversation partners and even team mates. "Paragon interrupts", on the other hand, usually result in the peaceful resolution of conflicts or the protection of the innocent. By triggering "interrupts", the player is then credited with a relatively high number of "Paragon" or "Renegade" points. Due to clear indication by coloring and symbols, the player knows exactly which decision will bring him which points. This mechanic thus differs from the dialog mechanic. Only the concrete action that Shepard performs after the "interrupt" is hidden from the player in ...

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