17thknight wrote...
You pick responses based on your character, based on what they would say and do, not based on "Well I'm playing a Paragon so I'll just keep clicking in the upper right.".
The vast majority of Mass Effect conversations are 3 lines of advancement (Good/Bad/Neutral) and every now and then you get investigation.
AlanC9 wrote...
Is that how you played ME? That's not how I played it. The problem is you.
No, the problem is the game. If you played a paragon and ever picked a renegade response your character would act wildly out of character because everything was based on extremes. One second your character is talking about how killing is wrong, the next he's murdering people.
Yes, I'm going back to early quotes in this thread that may have
been dealt with in the 9 pages, but, what is the Internet for if not
finding a way to voice your opinion?
I have to agree the problem isn't the game, it's the players themselves. If players are always picking the top right response "because it's paragon" or the bottom right "because it's renegade", then the player is already meta-gaming to the point where they've destroyed the roleplaying experience. Arguably, in many cases it's possible to do a similar thing in Dragon Age by picking the first or last response. The outcome is ultimately the same, a player is using the established ordering of responses to "meta-game" rather than pick their choice.
To be honest, I was never really surprised by Shepard's paragon/renegade actions in Mass Effect 1/2 once I worked out that top was paragon and bottom was renegade. I made that discovery after physically threatening the man holding the body of Samesh Bhatia's wife custody to perform tests on it. After that, I was never once surprised (in a bad way) by Shepard's actions. And no, I steadfastly
don't metagame. My "canon" Shepard is mostly paragon, but he doesn't mind walking the tough renegade line every now and then because he believes things are going to go badly if he doesn't.
That said, I see that your argument about paraphrasing. However, if we're getting a fully voiced protagonist (and we are, so there's no point arguing the issue), I don't want to read the full line then hear my character say it. That breaks the flow of the game more than getting a paraphrased line.
So, that then leaves the issue of your character's actions not potentially being represented appropriately by the short paraphrase. I believe this is what the icon is meant to address. Say, for example, your worst fears are realised and there are two paraphrases responses that have exactly the same text (which has
never occurred in ME1/2, btw), but one features the icon of a fist, and the other features the icon of a sword. Based on that, I would assume that the fist would have Hawke threaten the individual, whereas the sword would have Hawke kill them. The icon system is designed to deal with the shortcoming inherent in the wheel system,
a problem that still exists even when you have the full line of text present. Origins has several instances where there's a directive "(Lie)" or "(Truth)" or something else to make the context of the line clear.
The wheel isn't inherently flawed, at least not to the degree that you seem to claim. It is a different means of providing dialogue decisions, but there are flaws with the "traditional" way as well. I'd also like to raise the issue of Alpha Protocol, a game which got brutal reviews from many players and "professional reviewers" (I can't take that term seriously any more since the debacle of reviewing that is Super Mario Galaxy 2) and it was denounced as a hideous game. A lot of that flak seemed to come from the fact that the game that they thought Alpha Protocol was, and the game that Alpha Protocol actually is are two completely different things.
If you judge Alpha Protocol for the game it is, it's actually damn good, despite the polish issues it has. But the point where it really shines through is the dialogue system. All you get is a single word to describe your response (usually out of three choices), along with the meta-knowledge of the "tone" of that response (which is what an icon will provide in DA2), and moreover, you
have to make the decision quickly. Yet it works, and works brilliantly. Yes, there were limited options, and sure, sometimes Thorton would come across a little more sleazy/gruff/businesslike than you might have liked, but it is among the best damn roleplaying around because
you don't have time to think. Unless you are deliberately metagaming, you have to make that instant decision and because of that you
r roleplaying is far more real because your reaction is based on your interpretation of the character and your instincts in that role. If we're going to get voiced player characters, then I have to say that system is brilliant. Even if you
really want some extra time to decide occasionally, the fact that you don't is a wonderful means to force you to roleplay.
Yes, I love the traditional system to bits, and I love seeing lovingly written prose flow across my screen in an RPG, but that doesn't mean I think it is the only way dialogue in an RPG can be effectively conveyed.
Viva le difference!