Well, the alignment system is hidden then. It's not like the game explicitly spells out you're good/neutral/evil, which is my beef. In Dragon Age, I just say what I want without having to worry about consequences, and I do fine. Which is far more preferable to a game that gives me evil points because I tell an npc to stfu. That is beyond irritating.
The things that's improved from Dragon Age to Mass Effect arguably is that your choices have a stronger impact because party members will leave. I don't think people in Mass Effect could leave your party based on your actions for the most part although I never quite finished Mass Effect and it's been awhile since I played it so I can't remember. That's a nice design (although gifts for the most part negate the consequences here so arguably its moot)
Otherwise it's mostly the same thing. You pick a path to maximize benefits. The same thing happens in Dragon Age since they reward close relationships with people in your party with character benefits.
Sure, it's basically the same thing. But somehow I'm always picking what
I truly feel in Dragon Age, and always pick some canned "good" or "evil" choice in ME depending on what role I'm playing. And my preference in these games is that of no role at all. I hate good and evil.
I didn't say they were even designed differently. I just want the alignment stuff to take less of a part of the picture. In KOTOR for instance, you can't learn certain spells unless you're a certain alignment. In KOTOR/ME you can't do certain quests unless you have a certain alignment, and I prefer it to not take center place in the game's design like in Dragon Age.
The whole "party member will leave thing" was straight from Baldur's Gate, and I play BG just how I do Dragon Age: don't give a shit about alignment, so no, it's not innovative but it's certainly familiar. But when I play KOTOR/JE/ME I tend to play my character completely different, in a way I do not like.