The Game Boy: No Use Reloading Your Last Save Over Spilt Milk
And now, I do know. But I refuse to tarnish that moment with a do-over. Because I’m not sure I’ve ever felt so strongly about a videogame in my entire life.
Mass Effect 2 expands on this by allowing for quick moments of Paragon/Renegade action – or, often more importantly, inaction. Hesitate just long enough on stopping that gung-ho Quarian captain from going out in a blaze of glory and it’s too late. Then your stomach sinks, and you’re hit with the always slobber-knocking one-two combo of guilt and regret.
Too many games, I think, subscribe to the idea that there’s a “right” and “wrong” way of experiencing their stories.

Take BioShock, for instance. If you harvested a Little Sister early on – because, let’s face it, Rapture’s a kill-or-be-killed kind of place, and it was either you or her – you were locked out of the “good” ending. But that panicked “I have to harvest her or else I’m fish food” mentality and the mistake that arose from it are what makes the whole encounter so interesting. Your back was against the wall, so you lashed out. Later, once you got your footing (and a Plasmid or three), you decided to repent for your sins by freeing every brittle, barefooted Little Sister you laid eyes on.
In the above hypothetical playthrough, then, your early flirtations with the “wrong” path eventually strengthened your commitment to the “right” path. You made a mistake and you felt awful about it. The game, however, saw things differently. The second the game’s own excellent atmosphere and scene-setting drove you to whip up some delicious, nutritious Little Sister soufflé, you were judged guilty. Your actions after that initial mistake simply didn’t matter. “Bang, bang,” slammed the gavel. And just like that, you were either mostly evil, or mustachio-twirlingly, cape-sportingly evil. No middle ground.
Whereas Mass Effect 2 and Dragon Age make these sorts of internal struggles viable, BioShock and many other big-name games brusquely shove them out of the way as they barrel toward the finish line. Videogames are interactive. Our actions within them should mean something. I say it’s time to finally make good on that particular promise.