Teclo wrote...
Another way ME2 seems more open, though, is that you don't have to separately level up Charm and Intimidate. In ME1, whichever alignment I played, I never got the choice to make opposite-alignment choices because I hadn't levelled up the separate skills. In ME2 your choices are derived from how you've acted not from what separate skill you've poured points into.
As for the argument about what is "sensible" to different people, fair enough. But you're trying to be too clever. BioWare aren't some master philosophers, their just playing on basic morality here. The Paragon choices are all generic "nice guy" actions, the Renegade are generic "**** you" actions. It distances itself from subjectivity by conforming to choices that a consensus can easily identify. Threaten somebody or reason with somebody. Punish someone violently or have them arrested. Take no risks and kill a possible threat or give them the benefit of the doubt.
There are no choices like "you find out that your friend's wife slept with his dad on their wedding day, do you tell him or not?" or "your friend has porn of juvenile asari, do you tell the police, ask for the files for yourself or knock him out for being a paedo?" - nothing so ambiguous as that - and that should be a petty choice given that Shepard is fighting for the survival of all life in the galaxy.
Your example of the "You find out your friend's wife slept with his dad on their wedding day, do you tell him or not?" is actually a pretty good example for my point. Some of the decisions are actually fairly amibiguous, one of them being the decision on what you should do with the Collector Base. The reason I think your example is pretty good because if I examine this decision, I could examine it this way by examining my options:
A. I can tell my friend that his wife slept with his dad on his wedding day. However, the repercussions for this decision is that my friend's otherwise happy occassion is now going to become one of despair. Likewise, I am going to bring a sadness upon him that could have otherwise been avoided merely out of doing what was right.
B. I can not tell him. This is the approach of "ignorance is bliss" and my friend is going to be otherwise happy. Telling him could also create some drama that I would otherwise rather keep myself out of. However, there is no gurantee that he won't find out on his own, which could end up being bad for me too if he ever discovers I knew the truth but did not tell him.
I can then turn this around with the Collector Base issue and approach it in a similar manner.
A. Destroy the Collector Base (Paragon Ending) - I have no idea what kind of technology is actually on the base, all that I do know is that The Illusive Man is convinced there is technology on that base that COULD pertain towards the Reaper threat. However, there is a chance the Illusive Man could use this technology for more than just the Reaper threat. The possible repercussions of this decision are A. I could be destroying the key to stopping the Reapers and B. I will be eliminating any ties I have to the only organization that was willing to listen to me on the Reaper issue.
B. Keep the Collector Base (Renegade Ending) - Once again, I have no idea what is on the base. This decision takes the approach that there could be relevant technology on the base and regardless of what Cerberus has in store for the technology in the future, it's better than all organic life being wiped out by the Reaper threat. The possible repercussions for this decision are A. there never was any relevant weaponry with respect to Reaper threat or there could have been, yet it will not be of much use or B. The Illusive Man will use the technology for keeping human dominance in the galaxy.
This is just one decision as well. As far as I am concerned, Mass Effect 2 was totally littered with decisions similar to this one that can't just be narrowed down to "nice guy" and "****" you.