swk3000 wrote...
The issue isn't the consequence thing. I understand that sitting on the fence would make me less able to persuade the most devout Paragons or the most cutthroat Renegades. That I can see. That I can happily live with.
The issue in question here is role-playing a character. I'd love to tell Mordin that, while I don't like what the Genophage is, I do agree that it was the only possible option for the situation. I understand that. The problem is that any concession that the Genophage might have been right, for any reason at all, was decided by someone at Bioware to be a Renegade action. Since my character is a Paragon, I essentially cannot role-play my character the way I want to because of the decision of some random Bioware employee.
Also, allow me wax philosopical and quote Garrus: "It's so much easier to see the world in black and white. Grey? I don't know what to do with grey."
Essentially, this particular quote defines one of the biggest problems with not just Bioware's Paragon/Renegade system, but with any sort of white/black system. The world is not black and white. It is, in fact, many different shades of grey. The Genophage is one example. Legion's loyalty mission is another (kill them because they don't agree, or take away their right to choose in the first place?). You cannot define the world in black and white.
This has already been discussed on other forums (such as Gamasutra), and I /believe/ a Bioware employee made a comment about this somewhere, but I can't support that with a link. Anyways, the point is that Commander Shephard is going to be essentially the same Commander Shephard regardless of what path you choose: This is not a situation of good/evil, like in KotOR and similar games. Commander Shephard is a hero and is doing heroic things; the problem is /how/ he chooses to do them, and that's up to you. This is what happens in character-driven stories where the character isn't really yours, but someone else's (the writer/author's in this case). We can just put a personalized spin on things, as players. I know /this/ has been said by Bioware, multiple times: Mass Effect is Commander Shephard's story. We each have our variation of Commander Shephard, but he/she remains Commander Shephard nonetheless. (Compare this with a game like Dragon Age, where we create an Avatar that /is/ almost wholly our own, as players).
That said, I happen to heartily disagree that this is a black/white game/situation. I think it may seem as such given the polarized axes: An unavoidable problem when there are only two "morality" choices. If there were three axes, I doubt we'd be having this discussion. The polarization is essentially: "For the greatest good of all with minimal collateral damage," or "By whatever means possible regardless of collateral damage." The problem is that every choice what needs to be made does not fit neatly into either of these positions. The Genophage is a good example. However, any choice that begins to even remotely weigh the Genophage as a pro leans towards the latter position, and is thus /more/ Renegade than Paragon, hence the Renegade points.
I agree it's not a perfect system. It might be better implemented with a third axis (which would require an immense amount of commitment by the writers), or if some options gave /both/ Renegade and Paragon points. The reward for that is minimal, however, as it's no different from choosing a smattering of Paragon/Renegade options as seems appropriate for your Commander Shephard. Also, the choice to keep the axes separated (rather than joined, as in NWN's Law/Chaos ethical meter and Good/Evil morality meter) reflects how a hero can make both decisions without entirely compromising either philosophy. However, the ability to gain too many points in either ultimately undermines the philosophical choice and merit of choosing one "path" over the other. The 100% Paragon or 100% Renegade option is a powerful ideal that, as far as I can tell, is meant to be a very hard path to follow in either circumstance, and yet rewarding in its way (such as freeing up certain dialogue choices). Such a path is, however, limiting.
Anyways, to simplify: Paragon is not essentially "good" (white) just as Renegade is not essentially "evil" (black). One could argue that true "Paragon" if it were really /good/ would be a pacifist who manages to save the galaxy through negotiation alone, or something like that. The writers have presented two contrary paths that are appropriate to their vision of the Commander Shephard character. I don't think they're making a statement that these are the only options; they're simply the only options available to this particular hero because of who he/she is.
(Also, from a design perspective, dramatic tension can not be realized if there are too many options. In theory, it could be managed, but in practice, every additional option extends the time necessary for a player to stop and think, slowing the game's action. Reduction is a hard decision for writers/designers, who I'm sure suffered quite a bit when having to decide what options to cut. Especially when they very much realize they can't please every person/philosophy/what have you.)
Modifié par tigriscaesius, 10 avril 2010 - 04:53 .