HappyHappyJoyJoy wrote...
Sidney wrote...
FDR and Stalin defeated a dictator, killed thousands of innocent civilians to achiev their ends, built terrible weapons so they're all the same right? So now you wind up in the hands of th FBI or the KGB. Both might threaten you, both might yell at you but, in the end, do you buy that the FBI is gonna put a bullet in your brain if you don't talk? Do you think the KGB will? Yeah, that's the difference in crediblity.
You are not forced to play all or nothing. I sure as heck didn't. You choose to play that way because you have a pre-determined outcome you want to achieve.
Exactly my thoughts, thank you.
As a counterpoint, would you believe the KGB if they tried a "nice guy" path? Of course not, that's not how they worked.
ME1 allowing you to act like a jerk and still put points into being "charming" was simplistic. You get to be charming/intimidating by doing, and I like ME2's system of having you become better by doing.
That's not what people are talking about. People want to have the option of being neutral-renegade and netural-paragon, and still be able to act like a real leader by telling Miranda and Jack to cool off. They want unlockable persuasion options that are accessible to people who like to play more balanced characters.
ME1 restricted how far you could progress your charm/intimidate skills based on how full your paragon and renegade meters were. So true paragons were unable to max-out their Intimidate skillbar, so a really paragon-aligned Shepard would rarely be able to convince Saren to kill himself, and so on.
If anything, your preference (that intimidate/charm options should be dependent on Shepard's alignment) would work better if the rule was applied to Interrupts instead of dialogue branches. We all know that interrupts are naturally more forceful and tend to fall towards the extremes of Renegade/Paragon, so why not make those dependent on your alignment meters? They could be specially exclusive to the more extreme characters.
I think you and Sid are bringing in too much psychology into the discussion. The bottom line is that true-Renegade and true-Paragon Shepard shouldn't always equal Most-Charismatic Shepard. It doesn't make any sense. There should be room for the player to make a range of paragon and renegade choices without being made to feel like he's gimping his Shepard.
The consequences for your actions should come through in the actual story, not in whether or not you'll have enough data points to convince so-and-so to surrender later on ( and does this random colonist really know about the bad things I've been doing while I've been away on top-secret missions for the Council? I hope not. So your arguments about Shepard's reputation fail).
Modifié par Mr. MannlyMan, 27 novembre 2010 - 11:13 .





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