@BranKetra said:
@Lulu_Lulu said:
@ BranKetra
Its not that simple, all the decisions you make in Mass Effect 2 are directly linked to Morality system. 70% boosts Paragon/Renegade and 10% allows you to use Paragon Renegade to resolve a scenario, the other 20% is neutral or irrelavent.
Now the game's most difficult choices/scenarios will feature a skill check system where the game will check if your Paragon/Renegade is High enough and will unlock a special choices (usually resolves all your problems with no downsides) if you meet the requirements. This skewers the way you look at choices throughout the entire game since each choice you make is no longer about dealing with the current situation but preparing for the difficult scenarios ahead. Its literally the decision making equivalent of how combat is implimimented in other RPGs, the side quest's only purpose is provide the player resources (enemies/dialogue) to grind enough points (xp/ Paragon or Renegade) to meet the requirements for the next big scenario (Boss Battle/Difficult Choice). Its counterintuitive.
You say it is not that simple, but then you simplified the paragon and renegade choices yourself by saying all the meaningfulness of them can be summarized by their relation to the two path system and the percentage of their availability. Also, you seem to be ignoring the context of the choices and focusing on the system itself. If you cannot enjoy the dialogue, maybe Mass Effect is meant for someone else because it is a huge part of the series.
BioWare's dialogue systems are a mess. They get away with it because there are so few RPG devs right now doing single player RPGs. I play BioWare games because I love the genre and that's what there is, but it just seems like everything else that comes out, when it comes out, is better.
My first problem with ME's dialogue system is that it's not realistic. You can mine any NPC for information until you get every last drop of their recorded dialogue. "Hello, Shepard. I'm here to kill you, but first I'd like to answer all your questions. I'd even enjoy answering the same question three times, if you like. I've got nothing better to do and am completely unconscious to repeating myself!" Play games like Torment or Alpha Protocol to see the difference between a real conversation and an ME brand data-mining. Conversations move and you might miss your chance to say what you wanted or get the info you wanted. You can try to steer it, but the NPC is steering, too.
Secondly, why should being a goody-two-shoes stop me from randomly deciding to end a conversation by punching someone in the face? A dialogue system should be flexible enough to allow the player to act and deceive without using a [Lie] option. So I can butter people up to get in the door, maybe be nice to the right people because I know what effect it will have, but in the end, it's a game to me. I'm not nice. I'm a sociopath trying to get what I want and I'll fool you into liking me until it stops being to my benefit. You can do this in Alpha Protocol. You can't in a BioWare game. In a BioWare game, sincerity is always assumed unless you select an option clearly marked [Lie]. So my being nice one moment effects my Renagade/Paragon rating in a way where I'm effectively locked into and locked out of particular options going forward. That's just silly and it also limits role-playing in what is supposed to be a role-playing game.
Your success or failure in a game like ME should be based on two things - your relationship with the NPC you're currently talking to and your renown. So, maybe Shepard has done some bad things, but this NPC knows you and trusts you, so you can achieve things in your dialogue with them through that. On the other hand, maybe this person doesn't know you but has heard of your exploits. That can help you. So you can imagine a dialogue system working so that a player is working on two fronts. Maybe they want a Shepard who is fearsome, so they accomplish quests in ways that people who are meeting Shepard for the first time don't want to mess with him/her. Maybe the player thinks that will make their job as Spectre easier. On the other hand, when dealing with people directly they are gentle, which encourages trust and loyalty among those Shepard has to depend upon. There is no room in the BioWare universe for these kinds of characters because all rpging is to BioWare is a stat-check. Maybe you disagree with Jack at every turn, but as long as you do her loyalty quest... It's just numbers to them and until they rise above the numbers, their RPGs will always be second rate.
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