m14567 wrote...
Shandepared wrote...
Massadonious1 wrote...
I'm pretty sure I understand the topic just fine.
I am quite certain you're mistaken.
That paragon allows you to complete the mission just as successfully as renegade in every case is the issue being discussed here. Obviously we all know that paragon succeeds just as fine or we wouldn't have this thread. The OP takes issue with this because it makes the renegade approach pointlessly costly in lives from a meta-game approach.
Why can't paragons complete missions as "successfully" as renegades? I don't understand why some renegades get bent out of shape over paragon choices. It's not like paragons have it all rosey, if you save the council in ME1, they are of no help to you in ME2. Sparing the Rachni has had no tangible effect on the game either at this point.
It seems to me that the goal here is:
1) Cry about paragon choices
2) Secretly hope bioware screws paragon choices
3) Triumphantly claim paragon choices are stupid
I think you might be missing his argument. His argument isn't that paragons shouldn't be able to complete missions as successfully as renegades. His argument is that the way in which you complete a mission should be reflected in the game a little better than it really is. For instance to take a scenario right out of the game, the decision to save the Council. As it stands, it really makes no difference so far whether or not you saved them from an actual gameplay perspective. This is not necessarily reflective of the entire premise of Paragon and Renegade. A renegade player would have allowed the Council to die because the lives of three important figures are not more important than that of all of the people that would have be expended to protect them. A Paragon player would have opted to make this sacrifice and this sacrifice should have been reflected in the game, perhaps even with the death of a recruitable character that you did not take onto the Citadel with you.
As it stands, Paragons and Renegades both get the job done in Mass Effect. The problem is that because there are no real consequences for your decisions upon the mission itself, there is no reason to be a Renegade because it just makes Shepard look ruthless, selfish, and arrogant. Another example of a way in which the system could be better implimented is if, hypothetically speaking, a batarian stowed away on your ship and attempted to hold one of your crew members hostage. Supposing that Shepard went into the room to resolve the situation, a Paragon Shepard could attempt to reason with the batarian to save both of their lives and a Renegade Shepard would simply shoot the batarian to resolve the matter right off the bat. In order to reflect the difference in the two, BioWare could take this situation and put some sort of trigger on it that could potentially cause the Paragon option to fail and have your party member shot and killed by the Batarian. In the case of the Renegade option, shooting the Batarian could also result in a close friend of the Batarian seeking out Shepard to get even and attempting to kill him.
Essentially, the problem with the system is that because BioWare has implemented a policy of "both are justifiable" and does not attach consequences to the decisions in the game (or at least has not done this yet), they have distorted the system of "Renegade not being equatable to evil" to being just that. If in my above example there were no consequences and any Paragon could simply resolve the dilemma peacefully, the Renegade option just looks needless, reckless, and merciless.





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