AlanC9 wrote...
I'm also not sure this helps your argument. Let's say you're right and most players prefer to just pick the options by alignment. If that's what they actually want to do, then the wheel is an improvement for them since it makes it easier for them to do what they want to do. You'd better hope that I'm right and people don't play that way; if you're right, there's no reason for Bio to ever stop using the wheel.
Just to be clear, I am absolutely not defending ME2's implementation of Persuade and Intimidate, which really does penalize you for not going all out Paragon or Renegade. I think it's Bio's second-worst design decision of all time, actually. But that's a problem with the skill implementation, not the dialog wheel itself. In ME1 you can make any Charm check in the game without being a Paragon.
That's NOT what most players want to do, that's what most players were forced to do by Mass Effect. Hell, I didn't want to do it, but I had to. I often picked choices I didn't want, or ignored ones that I did want, specifically to advance the paragon meter.
I note that you skipped the forum from here that I posted. Most people behaved that way because they were FORCED to.
Why?
1. You have zero clue hwo your character will react based on blurbs. If you want to do something good you must always click upper right or, at worst, neutral. Since you don't actually know if a renegade option will result in shepard flat-out murdering people it's very dangerous to click it.
2. You need paragon/renegade points. Need them. The only way to get them is to incessantly click SOLELY upper-right or lower-right. If you don't, then you will run into situations you can't resolve well or have main characters die because you didn't exclusively focus on one area or another.
This all results from the wheel coupled witha morality system. Yes, not having a morality system helps, but then the problem is even worse. Now, rathar than knowing for a fact you're clicking a "good" choice it's a 100% toss of the dice.
In the Game Informer article that shows the wheel the choices are "I'm right beside you." "Neither can they." and "Then we fight."
There is no indicator of "good bad or neutral" by any of them. There aren't colored differently. How on Earth do you know what your character will do or say based on itty bitty blurbs like that?
In Dragon Age, a game without a morality system, it's a more glaring problem. In Mass Effect at least you have a general notion that "I'm always going to click upper right because I'm a good guy" but all nuance of character is gone.
When playing an elf in Dragon Age you could be good...and also a bit of a bigot against humans. How can you reflect shut subtleties with tiny little blips of words?
The solution is to ALWAYS give players the ability to see EVERYTHING that your character will say and do. Whether this involves putting all the words + tone onscreen, or highlighting them, pushing a button (or leaving it highlighted for a set amount of time) and seeing all the words.
I can't even count the number of times I sat staring at the blurbs in Mass Effect thinking "Well hell, what's going to happen when I click these?" I would agonzie over a decision not because it was morally difficult but because I could not figure out what would happen when I clicked them, which inevitably led to having to look the conversation up online.
That level of disconnect between player and character is bad.
Modifié par 17thknight, 14 juillet 2010 - 09:30 .