Actually OP is wrong.
In ME1 we had points to put persuades and intimidates. How ever, that doesn't really give us much better choises,
because how many point you can put is still based paragon and renegade actions, choises in dialogs. Meaning only real choise here is, do you want to put points there or not. What is same as do you want extra dialog option or not. Now, what it means?
It means that those options only offer one thing, not wanting more dialog options to solve situation and putting points to somewhere else. Is that really good thing as choise? It's like saying I don't care what the choises are, just give me my gun.
Now as paragon and renegade, when you have more dialog option, you don't really need both of them just one. Example if You are paragon, then you need persuade option. If you are renegade you need intimidate option. So, it's actually paragon and renegade what defines the options. Also paragon and renegade is define by player dialog options, so the choise is allready there.
Now the idea about allowing to been more neutral. What seem resonable as getting sometimes neutral special cinema dialog option.
Meaning if you have equal amount of paragon and renegade, should it open extra neutral dialog cimema option? Short of if paragon or renegade doesn't open option, then they sum of them could sometimes do it? How ever, that leaves one more question, why we then need paragon and renegade extra dialog options at all, if you can allways use neutral dialog option to solve situation. Maybe it's just allow players to play sertain role? Point of those extra option was that if you are too middle you don't neccassary get any extra option. How ever, should we?
So, in the end, I think what they did in ME2 is actually right. It's simple and allows players to them self deside do they want to be neutral, paragon or renegade. I don't think we actualy need the points in persuades and intimidates as paradon/renegade is doing it automaticly based our own actions and choises. Short of keeping track of our choises. Of course that requires that we know what our charcater is actualy trying to say?
Those paragon and renegade special dialog option are blocked there because character can't do successful action with his/her current fame. So, it's like player wanting to do successful persuade action, but you character can't persuade npc in this situation. So, the option is blocked, because it would fail. So, it's there more like don't waste players time to do dialog with npcs, if it doesn't have any affect. It would actually spoil the games atmosphere to see succesful persuade/intimidate dialog cinema without the actual result.
So, if they would open those action to players, then we all would do alot of those extra dialog actions for nothing. Meaning, it doesn't do anything, like alot of cienema talking and nothing happen. Now that they are blocked, we know when we have special possibility to affect npcs. Is it really better to allow players do dialog choises what does nothing or allow them to do dialog choises only when it actually does something?
Player does have those three normal option to go forward in dialogs, paragon (persuade), neutral (reason) and renegade (intimidate), see if they works to npc. Just those special dialog option open when character see opportunity and it does something..
So what OP asked here is that player can do successful renegade dialog special action, even when players characters doesn't have enough renegade image for it. That's not good roleplaying is it?
Game did not tell what to choose from dialog option, it was players own choises what affected what kind of character player has. What is how player should roleplayed they character, so act like that too. So, basicly what OP is askign is allow me to have regenade and paragon choise all the time, even if my charcater doesn't have enough paragon or renegade to handle situation. While ME2 made it that players own actions on dialogs defines the character fame.
Modifié par Lumikki, 26 mai 2010 - 12:24 .