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What's the point of a Morality meter?


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#126
Sentox6

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The thing is, the persuasion options are set up in many cases to provide an idealised outcome to a scenario, whether you get there through intimidation or through charm. As such, they have to require some sort of effort to unlock, or you'll get the 'best' outcome no matter what.

In ME1, this was achieved by making the persuasion options require skill points; hence a trade-off with combat ability. In ME2, you get higher level persuasion ability by remaining consistent in your choice of utilising charm or intimidation. This system sounds attractive in the sense that it should result in behaviourally consistent characters instead of schizophrenics, but the problem is that people are unique and complex, and once you get into the roleplaying side and really think out how your Shepard would react in each individual scenario, this approach is rather limiting.

As an easy fix, I'd like to see persuasion return to being a skill point investment, but no separation between charm or intimidate (i.e. the one skill unlocks both options in a conversation). This way you still have to make a trade-off (the traditional RPG one of combat ability versus diplomacy), but as long as you can make a persuasion check, you're free to choose your attitude and roleplay as you wish.

Modifié par Sentox6, 26 janvier 2011 - 03:26 .


#127
throwmeaname

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I agree with the OP.



Despite having to have the option to choose, we don't really have an option at all since we don't get important intimidate or reason dialogue if we happen to stray off the beaten path. The paragon/renegade meter limits players on how to play Shepard to either one or the other. Why can't I play a Shepard who suddenly turns over a new leaf after making an immoral act, or turn renegade after being betrayed?



I personally feel uncomfortable to perform an immoral act just to get a few renegade points. Often I would restart the game and pick the alternative just to settle my conscience.

#128
X-Frame

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Wow, great discussion so far -- wasn't expecting this.



I don't have any ideas on what BioWare could do to change the system, but I do hope they aren't just C&P'ing ME2's system. We can't have there be no meter at all because then the special dialogue options in red or blue would be meaningless .. so not sure.

#129
Lumikki

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Sentox6 wrote...

As an easy fix, I'd like to see persuasion return to being a skill point investment, but no separation between charm or intimidate (i.e. the one skill unlocks both options in a conversation).

I just comment this, I'm agaist this as strong there is possible. I don't give long explain here why, because I have done it in even this thread and few others. Short version is, persuation skill offers "bypass dialogs other choises (more negative or neutral) consequences with one positive one. It's fast way to happiness as avoid most consequences what dialogs would have.

#130
Sentox6

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Lumikki wrote...
I just comment this, I'm agaist this as strong there is possible. I don't give long explain here why, because I have done it in even this thread and few others. Short version is, persuation skill offers "bypass dialogs other choises (more negative or neutral) consequences with one positive one. It's fast way to happiness as avoid most consequences what dialogs would have.

What do you want, then? The system we have in ME2 lets you get an ideal outcome out of almost all dialogues in the game. It just forces you to stick to one side of the tree every time.

#131
Evil Johnny 666

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Yeah, you bypass as much. Heck, as long as there will be such system, there will always be easy to "bypass". But in the case of ME1, that's not a true "bypass" since you have a trade-off. In ME2, you have no trade-offs, hence you simply "bypass" all the time. And if you don't do it, you'll get a schizophrenic character...

#132
Evil Johnny 666

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Nohvarr wrote...

To me it makes sense that people would judge your words based on your past history. You are big news, and information travels fast. A modification might be in order, but the current system isn't anything I'd call game breaking.


Except someone with a reputation preceeding himself is rarely the true mirror of his personnality. Otherwise we wouldn't have biopics or biographies. Well, maybe, but we'd be missing half the fun.

#133
JKoopman

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Vena_86 wrote...

JKoopman wrote...

Mezzil wrote...

Actually it's suppose to be a "repuation" meter.


What he said.

Paragon/Renegade isn't a "morality" meter, nor does it represent Good vs. Evil. It's simply an "Are you known as a fair and just diplomat or a takes-no-nonsense hardass?" meter.

And it kind of makes sense that it influences your ability to persuade others. For example, if you're known for being a law-abiding goody-two-shoes and you try to intimidate someone, it may not work as well as if you're known for putting bullets in people at the slightest provocation.


So in other words we have the decision of beeing the stereotype good guy or the unlikeable jackass at the beginning of the game, and from there on you have very little choice on how your character acts, unless you want to take the penalties.

What I am known for should have nothing to do with future actions. The system in ME2 promotes the creation of predictable characters. When you can predict actions and dialogue of a character than that is a flat and boring character.

Interesting characters have their decisions based on many layers of personality and experience that are not an open book to any random observer. In ME2 you have the creation of interesting characters that might even reflect your own personality confilicting with the game mechanics (lost loyalty -> dead team members) and that is what pisses people of. Your Shepard is encouraged to have less character depth than Zaeed and Grunt by this "reputation" meter in a very unintuitive and annoying way.



You misunderstand. I actually agree with you (read my other posts in this thread). Paragon/Renegade scores influencing chances to succeed at persuading or intimidating people makes sense, but the way it's implemented in ME2 whereby your very actions are limited by your reputation fails badly and restricts your ability to effectively roleplay a balanced character.

For example, there's no reason why giving a dying civilian some medi-gel should mean that I can no longer threaten some mercs harassing an innocent man. By all means, let the mercs laugh at me and dismiss my threat if I'm renowned for being a goody-two-shoes, but let me at least attempt it all the same. The Paragon/Renegade check shouldn't be a determining factor in whether or not you can attempt an action; only in determining whether or not that action actually succeeds.

Modifié par JKoopman, 26 janvier 2011 - 06:14 .


#134
Googlesaurus

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I always felt that the very presence of a morality meter gunks up the works whenever players want to play a RPG. It automatically frames your actions in terms of a vague overarching morality system, one that is never accurately reflects by the NPCs or the results of your actions. And since it tells us which of our actions are "good/bad", "paragon/renegade", etc. we never truly make decisions based on whether we believe the decisions are good/bad. Players familiar with this mechanic automatically start to metagame and balance their points out, especially during multiple runthroughs.

#135
TCBC_Freak

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I've always thought of it as you cultivating your personality. In which case it makes perfect sense. If you are never mean you don't know what to say to really ****** someone off or scare someone into doing what you want, at least in a way that really works. The same is true in reverse; if you are always an **** you have trouble sympathizing and being empathetic and talking people into things using reason. If you go paragon most of the renegade option doesn't show up, not because you are somehow unable to say those words but just because you wouldn't think to say them in a real world setting. And if you don't cultivate one of these you are aren't going to think of either of them; you are not a jerk but you aren't super nice either so you don't really think of either of those extremes when dealing with people.

Think of it as a real life situation, a person is talking to you about something going on in their life. Most people don't stop and ponder, do I want to be a jerk today or nice?? huh?? You are either one or the other and it's because that's who you are. If you aren't a jerk the idea to say, "Shut up you moron," and walk off wont even come to mind.

I hope you understand what I'm saying, because if you think of it like this it really does make perfect sense as a game representation of the way people really are; we grow into the person we are by what we say and do. It's not about being able to attempt the action, its about the action or saying even honestly entering your mind as something you would do.

Modifié par TCBC_Freak, 26 janvier 2011 - 07:34 .


#136
Lotion Soronarr

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Lumikki wrote...

How would you count player decissions and create system what cause consequences. What's the attribute you are counting?

Because yes, you could made it also by hand design from every choise to every consequences and tailor it. How ever, that's hard work, to count every decission made and then create consequences by hand into game design. What Bioware tryed to do is more general consequences system, what counts players choises. Again what attribute you would count?


By hand is more natural..allows a great variety of consequnces AND choices. Adn makes more sense.

After all, why would me throwing a lone guard out of the building affect my reputation - nobody was tehre to witness it. How the f*** would anyone know?

#137
Iwillbeback

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I just thought I say this there is a perfect way where this won't be affected, you can get full paragon and 3/4 renedage.

Modifié par Iwillbeback, 26 janvier 2011 - 10:33 .


#138
Winterfly

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My biggest issue is that it might stand "Forget it!"



And it comes off as something totally diffrent in my opinion.



"Whats your problem with that man?" would become "How do you feel? Any problems with that guy I should know?"



Its hard to see the tone of "Whats your problem?" to me sounds negative but might come off as positive in game. But I have no big issues non the less with it. No big deal.

#139
Lumikki

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Googlesaurus wrote...

I always felt that the very presence of a morality meter gunks up the works whenever players want to play a RPG. It automatically frames your actions in terms of a vague overarching morality system, one that is never accurately reflects by the NPCs or the results of your actions. And since it tells us which of our actions are "good/bad", "paragon/renegade", etc. we never truly make decisions based on whether we believe the decisions are good/bad. Players familiar with this mechanic automatically start to metagame and balance their points out, especially during multiple runthroughs.

But isn't that because it shows us the moral meter and numbers related to it. If you can't see it, it could not guide you to anything, player would be forced to make they own mind. That would be the actual roleplaying.  Hole metagaming is about seeing the game system, while roleplaying is more like play the role no matter what.

Example the right side of dialogs is what defines our roleplaying limits. Saying that left side of dialogs (paragon/renegade) does it, would be perfect example of metagaming.

PS: I do agree that rewarding more middle balanced neutral path was missing in ME2. Because who says someone has some extreme morality anyway. Not every role has to be so black and white, where's the gray?

Modifié par Lumikki, 26 janvier 2011 - 03:03 .


#140
xentar

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I don't think there should be any "paths" at all.

#141
Evil Johnny 666

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Lumikki wrote...

Googlesaurus wrote...

I always felt that the very presence of a morality meter gunks up the works whenever players want to play a RPG. It automatically frames your actions in terms of a vague overarching morality system, one that is never accurately reflects by the NPCs or the results of your actions. And since it tells us which of our actions are "good/bad", "paragon/renegade", etc. we never truly make decisions based on whether we believe the decisions are good/bad. Players familiar with this mechanic automatically start to metagame and balance their points out, especially during multiple runthroughs.

But isn't that because it shows us the moral meter and numbers related to it. If you can't see it, it could not guide you to anything, player would be forced to make they own mind. That would be the actual roleplaying.  Hole metagaming is about seeing the game system, while roleplaying is more like play the role no matter what.

Example the right side of dialogs is what defines our roleplaying limits. Saying that left side of dialogs (paragon/renegade) does it, would be perfect example of metagaming.

PS: I do agree that rewarding more middle balanced neutral path was missing in ME2. Because who says someone has some extreme morality anyway. Not every role has to be so black and white, where's the gray?


Except the top option is ALWAYS the paragon one, the middle ALWAYS the grey road, and the bottom one ALWAYS the renegade option. It's even easier to meta game than in ME1. In ME1, you have to ask yourself if you need to put points right now in order to not miss an option, or if you can wait a bit and put points in some shooting or hacking instead, which can make you miss an option. In ME2, there's absolutely no consequence from always choosing the top option as far as gameplay goes, that means if anyone wants all the options available, all he need to do is ALWAYS use the same option, easy. It doesn't require any thought. Plus, you're not even sure what Shepard is going to say, so deciding which would be best is harder than it should, making metagaming all the more obvious and prone to temptation. Plus, it is quite known that the vast majority of gamers follow an extreme path, thus "bypassing" all options all the time. How isn't that metagaming and worse than your problems with the ME1 system. The ME1 system is more complicated and easier to miss something, it's impossible in ME2.

#142
Evil Johnny 666

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Lotion Soronnar wrote...

Lumikki wrote...

How would you count player decissions and create system what cause consequences. What's the attribute you are counting?

Because yes, you could made it also by hand design from every choise to every consequences and tailor it. How ever, that's hard work, to count every decission made and then create consequences by hand into game design. What Bioware tryed to do is more general consequences system, what counts players choises. Again what attribute you would count?


By hand is more natural..allows a great variety of consequnces AND choices. Adn makes more sense.

After all, why would me throwing a lone guard out of the building affect my reputation - nobody was tehre to witness it. How the f*** would anyone know?


What is funny with this, is that no matter your alignment, you can do that action. You can do that action and not be able to simply threathen someone with a gun, yet you can kill another guy. I'm not even talking about beating up reporters or torturing political figures.



TCBC_Freak wrote...

I've always thought of it as you
cultivating your personality. In which case it makes perfect sense. If
you are never mean you don't know what to say to really ****** someone off
or scare someone into doing what you want, at least in a way that
really works. The same is true in reverse; if you are always an **** you
have trouble sympathizing and being empathetic and talking people into
things using reason. If you go paragon most of the renegade option
doesn't show up, not because you are somehow unable to say those words
but just because you wouldn't think to say them in a real world setting.
And if you don't cultivate one of these you are aren't going to think
of either of them; you are not a jerk but you aren't super nice either
so you don't really think of either of those extremes when dealing with
people.

Think of it as a real life situation, a person is talking
to you about something going on in their life. Most people don't stop
and ponder, do I want to be a jerk today or nice?? huh?? You are either
one or the other and it's because that's who you are. If you aren't a
jerk the idea to say, "Shut up you moron," and walk off wont even come
to mind.

I hope you understand what I'm saying, because if you
think of it like this it really does make perfect sense as a game
representation of the way people really are; we grow into the person we
are by what we say and do. It's not about being able to attempt the
action, its about the action or saying even honestly entering your mind
as something you would do.


Except we want to choose a certain option, which means we'd think about it. If I want to threathen a dangerous criminal with a gun and show I'm not someone to **** with, I don't need to be a jerk, badass or redneck in order to think about saying this. I'm landing somewhere dangerous and I don't want people to think they can mess with me. Grey characters aren't necessarily grey because they have no opinion, but because they can cross a certain non-existent (but existent in such games) line back and forth, that doesn't make me an inconsistent person, it's just being myself. An arbitrary line or morality is only there to confuse people. It's like, you can't rent half your house, because you may need everything in that house. Same here, no one is black and white, Bioware tells us people are black and white with such a system.

Modifié par Evil Johnny 666, 26 janvier 2011 - 08:07 .


#143
TCBC_Freak

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Evil Johnny 666 wrote...

Lotion Soronnar wrote...

Lumikki wrote...

How would you count player decissions and create system what cause consequences. What's the attribute you are counting?

Because yes, you could made it also by hand design from every choise to every consequences and tailor it. How ever, that's hard work, to count every decission made and then create consequences by hand into game design. What Bioware tryed to do is more general consequences system, what counts players choises. Again what attribute you would count?


By hand is more natural..allows a great variety of consequnces AND choices. Adn makes more sense.

After all, why would me throwing a lone guard out of the building affect my reputation - nobody was tehre to witness it. How the f*** would anyone know?


What is funny with this, is that no matter your alignment, you can do that action. You can do that action and not be able to simply threathen someone with a gun, yet you can kill another guy. I'm not even talking about beating up reporters or torturing political figures.



TCBC_Freak wrote...

I've always thought of it as you
cultivating your personality. In which case it makes perfect sense. If
you are never mean you don't know what to say to really ****** someone off
or scare someone into doing what you want, at least in a way that
really works. The same is true in reverse; if you are always an **** you
have trouble sympathizing and being empathetic and talking people into
things using reason. If you go paragon most of the renegade option
doesn't show up, not because you are somehow unable to say those words
but just because you wouldn't think to say them in a real world setting.
And if you don't cultivate one of these you are aren't going to think
of either of them; you are not a jerk but you aren't super nice either
so you don't really think of either of those extremes when dealing with
people.

Think of it as a real life situation, a person is talking
to you about something going on in their life. Most people don't stop
and ponder, do I want to be a jerk today or nice?? huh?? You are either
one or the other and it's because that's who you are. If you aren't a
jerk the idea to say, "Shut up you moron," and walk off wont even come
to mind.

I hope you understand what I'm saying, because if you
think of it like this it really does make perfect sense as a game
representation of the way people really are; we grow into the person we
are by what we say and do. It's not about being able to attempt the
action, its about the action or saying even honestly entering your mind
as something you would do.


Except we want to choose a certain option, which means we'd think about it. If I want to threathen a dangerous criminal with a gun and show I'm not someone to **** with, I don't need to be a jerk, badass or redneck in order to think about saying this. I'm landing somewhere dangerous and I don't want people to think they can mess with me. Grey characters aren't necessarily grey because they have no opinion, but because they can cross a certain non-existent (but existent in such games) line back and forth, that doesn't make me an inconsistent person, it's just being myself. An arbitrary line or morality is only there to confuse people. It's like, you can't rent half your house, because you may need everything in that house. Same here, no one is black and white, Bioware tells us people are black and white with such a system.

But if you weren't meta-gaming (not your choice really but still) by seeing the option would you honestly think of it? The Full Paragon and Full Renegade options on the left side of the wheel are not the same as the somewhat paragon and renegade options on the ride side. And lets not forget that the interrupts do not gain paragon or renegade points, they are the cross over options, that’s the whole reason for them.

Imagine it like this, you have to make a choice between Taco Bell and McDonalds because you‘ve narrowed it down to those two for lunch, from your house they are the same distance but opposite directions. You have to pick one of them; if you stay in the middle you wont be able to get either one, and once you get to McDonalds, lets say, you wouldn’t even think of then ordering a Tostada or Bean Burrito because you know McDonalds does not have those.

In the same way once you have said I am Fully Paragon you wouldn’t think about shooting a guy as your first option (Full Renegade left side of the wheel all in red option). But you might think to threaten him (somewhat renegade, right side of wheel grey option) so you can still do that. Or you could decide that you have a instant option to shoot first and save someone’s life or something (red trigger interrupt, which has nothing to do with renegade bar).

Think about all the great leaders in the world, the really great ones for good or ill. They are the way they are take them or leave them. And that‘s what Shep is, he‘s not like a normal person, he‘s one of those great leaders. And that’s the kind of person you need to be to talk two people who hate each other (like Miranda and Jack) to not only put it aside for the mission but to do it in a way that keeps both of them on your side and focused. Feel free to disagree with me about likening the mechanic they used but just look at the real world or take a single psychology class and you will know I’m right about the way people think.

#144
Evil Johnny 666

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TCBC_Freak wrote...
But if you weren't meta-gaming (not your choice really but still) by seeing the option would you honestly think of it? The Full Paragon and Full Renegade options on the left side of the wheel are not the same as the somewhat paragon and renegade options on the ride side. And lets not forget that the interrupts do not gain paragon or renegade points, they are the cross over options, that’s the whole reason for them.

Imagine it like this, you have to make a choice between Taco Bell and McDonalds because you‘ve narrowed it down to those two for lunch, from your house they are the same distance but opposite directions. You have to pick one of them; if you stay in the middle you wont be able to get either one, and once you get to McDonalds, lets say, you wouldn’t even think of then ordering a Tostada or Bean Burrito because you know McDonalds does not have those.

In the same way once you have said I am Fully Paragon you wouldn’t think about shooting a guy as your first option (Full Renegade left side of the wheel all in red option). But you might think to threaten him (somewhat renegade, right side of wheel grey option) so you can still do that. Or you could decide that you have a instant option to shoot first and save someone’s life or something (red trigger interrupt, which has nothing to do with renegade bar).

Think about all the great leaders in the world, the really great ones for good or ill. They are the way they are take them or leave them. And that‘s what Shep is, he‘s not like a normal person, he‘s one of those great leaders. And that’s the kind of person you need to be to talk two people who hate each other (like Miranda and Jack) to not only put it aside for the mission but to do it in a way that keeps both of them on your side and focused. Feel free to disagree with me about likening the mechanic they used but just look at the real world or take a single psychology class and you will know I’m right about the way people think.


Huh? the Mass Effect wikia says otherwise, with numbers - they're called renegade or paragon interrupts for a reason. Don't tell me torturing someone, or killing someone by pushing him to a fatal fall is less worse than threathening a dangerous criminal. The concept is that they give a boost of paragon/renegade points and are more extreme than usual, help you play out a sequence differently. A lot of those left options are not so "full-renegade", it's how you view it anyway.

Like I said, if I think a certain option would be something my character would do, there's a reason. If I want to choose a certain option, if I think it fits perfectly with the personnality of my character, that's because he'd think of choosing that option. No matter how you put it, I, ME, knows my character would think of it. You may think those are options that only full renegades or full paragons would choose, but myself and a lot of people think otherwise. I already gave plenty of examples of more grey characters who would logically choose a "full renegade" option, that it would fit. And just look at that link again, look at how so many choices are tagged with paragon or renegade for no reason.

Oh, and if your psychology classes tell you the system works great, your looking at it the wrong way. Like I said, almost no of these left options would be exclusive to full renegade or paragon characters. They can't even define a renegade character besides the obvious choices, but thing is, most of the renegade options are not renegade at all. Same thing for paragon options. There's so many options that are not linked to morality in any way yet Bioware does link them. Again, you CAN'T come out with such a morality meter with a clear line in real life, if your psychology teacher told you that, there's a problem. So someone's morality can be very different from others, and then, people don't come up with a dual morality like this one, they just have "their" morality, and the rest is the rest. No one has their good and evil moralities divided by a line. Yes, some people find some actions wrong, but plenty of actions tied to morality are neither defined as good or wrong by that same person.

Don't worry, I follow psychology classes, but you view people a bit too simplisticly. There's what I said, and there's also a lot of factors that come in. Some people are very different when frustrated, when happy, while others still stay the same as people know them for. Some usually very gentle people can get crazy in outburst of anger. My Shepard can be a relatively okay dude, but something may have pissed him off and make him show his darker side. Sometimes in the heat of a situation you can think of something you wouldn't normally and do it, maybe regretting it, maybe not. Shepard doesn't need to be a complete redneck in order to think about killing Samara. Even a more grey character who wouldn't normally think about doing so can consider it deeply at the moment, such grey character may also normally think that.

And, if you think you need to be full paragon or full renegade in order to choose a particular option, it would seem to me that you believe in fundementally evil or saint characters. First, you'd have to define good and evil, something not very easily definable if not impossible to define, and then a purely evil or saint character would be very rare. A terrorist may be a loving father, someone who could think of blowing up himself for a greater cause he believe in, he may think he's doing something right and help his people, yet he'd be ready to kill a lot of innocent lives. I mean, the renegade left choices are not things like commiting murder or graver things, you don't need to be a pure redneck to show you don't like to be messed with and threathen someone with your gun.

#145
The Spamming Troll

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mass effect doesnt even give you the appropriate paragon/renegade points on some occasions anyways. theres a few times i made a choice that i thought would no doubt be paragon, but id end up getting renegade points. i dont like paragon vs renegade because it means i have to choose to be one or the other, because thats the way bioware is forced to write the story. i either do something good, something bad, or i quit playing the game.

#146
TCBC_Freak

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Evil Johnny 666 wrote...

Huh? the Mass Effect wikia says otherwise, with numbers - they're called renegade or paragon interrupts for a reason. Don't tell me torturing someone, or killing someone by pushing him to a fatal fall is less worse than threathening a dangerous criminal. The concept is that they give a boost of paragon/renegade points and are more extreme than usual, help you play out a sequence differently. A lot of those left options are not so "full-renegade", it's how you view it anyway.

Like I said, if I think a certain option would be something my character would do, there's a reason. If I want to choose a certain option, if I think it fits perfectly with the personnality of my character, that's because he'd think of choosing that option. No matter how you put it, I, ME, knows my character would think of it. You may think those are options that only full renegades or full paragons would choose, but myself and a lot of people think otherwise. I already gave plenty of examples of more grey characters who would logically choose a "full renegade" option, that it would fit. And just look at that link again, look at how so many choices are tagged with paragon or renegade for no reason.

Oh, and if your psychology classes tell you the system works great, your looking at it the wrong way. Like I said, almost no of these left options would be exclusive to full renegade or paragon characters. They can't even define a renegade character besides the obvious choices, but thing is, most of the renegade options are not renegade at all. Same thing for paragon options. There's so many options that are not linked to morality in any way yet Bioware does link them. Again, you CAN'T come out with such a morality meter with a clear line in real life, if your psychology teacher told you that, there's a problem. So someone's morality can be very different from others, and then, people don't come up with a dual morality like this one, they just have "their" morality, and the rest is the rest. No one has their good and evil moralities divided by a line. Yes, some people find some actions wrong, but plenty of actions tied to morality are neither defined as good or wrong by that same person.

Don't worry, I follow psychology classes, but you view people a bit too simplisticly. There's what I said, and there's also a lot of factors that come in. Some people are very different when frustrated, when happy, while others still stay the same as people know them for. Some usually very gentle people can get crazy in outburst of anger. My Shepard can be a relatively okay dude, but something may have pissed him off and make him show his darker side. Sometimes in the heat of a situation you can think of something you wouldn't normally and do it, maybe regretting it, maybe not. Shepard doesn't need to be a complete redneck in order to think about killing Samara. Even a more grey character who wouldn't normally think about doing so can consider it deeply at the moment, such grey character may also normally think that.

And, if you think you need to be full paragon or full renegade in order to choose a particular option, it would seem to me that you believe in fundementally evil or saint characters. First, you'd have to define good and evil, something not very easily definable if not impossible to define, and then a purely evil or saint character would be very rare. A terrorist may be a loving father, someone who could think of blowing up himself for a greater cause he believe in, he may think he's doing something right and help his people, yet he'd be ready to kill a lot of innocent lives. I mean, the renegade left choices are not things like commiting murder or graver things, you don't need to be a pure redneck to show you don't like to be messed with and threathen someone with your gun.


I should clarify, it's not that I disagree with you on principal. It’s that as a game mechanic I think it works. True its personal preference I suppose, but I’m hard pressed to think of a real way it could be done without adding huge amounts of time and scripting and such to the making of the game. And just a bit of a note, morality games have come along way since I was in psychology at my university 7 years ago; games and their mechanics were not a topic of note in class. And for the triggers not adding renegade or paragon points I was thinking about something I heard when they were still developing the game before it came out in one interview, I guess they changed it. I guess I just never paid close attention to the numbers. I just pick the option I want to and I’ve always had the paragon options open when I need them (or renegade on my renegade plays).

Also I do take some offence to you using redneck to denote evil or bad. You are generalizing a whole group of people, it’d be like saying, “Shep doesn’t need to be black to be friends with Jacob.” It’s offensive. I know most people won’t care, but just because someone doesn’t find the N-word offensive to them does not mean they should use it. So I would appreciate it if you could not use redneck to mean renegade, as if they all flash guns around and talk back to people. And by the way, this is not an attack, I’m not calling you racist or anything. I’m sure you’ve just never thought much about it.

#147
Capeo

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I just started a new game that I'm trying to play renegade all the way through. My first play through I just chose what I thought was right for my character in a roleplaying sense. Both of these play throughs are showing me the obvious weakness in the Paragon/Renegade system, and by proxy a bit of an issue with the dialog system. As was already mentioned in this thread sometimes Shep's reaction is utterly unpredictable from the small blurb you're given in the dialog wheel. There were a bunch of times where I was dismayed, from a role playing perspective, as to what action actually took place versus the short blurb that I'm supposed to deduce intention from. Now, I'm talking just on the left side of the wheel which is generally your paragon-lite, neutral and renegade-lite options.



As far as the points for each morality in general there's a decent amount of unpredictibilty there too. I swear there are parts where I took nothing but the Renegade line of dialog yet still somehow get some paragon points out of it as well. I'm assuming this is because, though you used a Renegade option to achieve your goal that goal is still good for whoever you were saying it to so you get some Paragon points too? I don't know.



Still, the largest problem is the lack of reward for following a neutral path. If they Paragon/Renegade points weren't tied to two important outcomes in the game this wouldn't matter. You could skip those choices. But the game forces you to give up a couple squadmates if you don't follow one path or the other enough. Perhaps this wouldn't be a problem if the to choices weren't between Dr. Phil and a sadistic douchebag. Honestly, I don't think I'm going to be able to make it all the way through on Renegade responses only. It doesn't make Shepard a "do whatever it takes to get the job done even if that means bending some rules" type character. It makes Shep a massive and petty dick to the point where you'd think this person wouldn't even be bothering to potentially sacrifice himself for humanity.

#148
AlanC9

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[quote]Capeo wrote...

As far as the points for each morality in general there's a decent amount of unpredictibilty there too. I swear there are parts where I took nothing but the Renegade line of dialog yet still somehow get some paragon points out of it as well. I'm assuming this is because, though you used a Renegade option to achieve your goal that goal is still good for whoever you were saying it to so you get some Paragon points too? I don't know.[/quote]

I don't recall any of these, though I've never played a fully Renegade character. Can you remember where this happened?

[quote But the game forces you to give up a couple squadmates if you don't follow one path or the other enough.
[/quote]

Give up their loyalty, you mean.

#149
shatteredstar56

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The morality meter was frustrating, but it was needed. Without it, you could just get the easy happy ending and not have to work. Having a meter, you had to work to get the points, and eventually influence someone to do something completely right or wrong.

I got frustrated when trying to get both Jack's and Miranda's loyalty, but it was necessary. Either you work hard enough to get all the points you need, or you just take the easy way out and choose one of them.

#150
Capeo

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Sorry, you're I should have said give up their loyalty. It still can have some far reaching effects though in romance options and who makes it through the SM.



As for examples of getting points for both I can't think of specifics right now. I'm at work so I can't fire it up and try to give you an example. I may not be right either, I'm just working from memory of last night. I'll try something specific and get back to you on that.