shatteredstar56 wrote...
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.
See, I don't think that is needed though. It doesn't make sense. Perhaps if certain situations dictated that you had to be one or the other then I think that would be more realistic and make your choice of how you play more meaningful. But because the option to retain loyalty is open to both the game is basically punishing you for playing a balanced, nuanced character.
A far better system would be to have loyalty based on your interactions with squad members and how they view the choices you make. Each squad member could have a loyalty meter akin to the meters in Dragon Age: Origins. Then, during dialog have all options open, with some of those options endearing you to some characters, some being neutral to it and some losing loyalty over it. This would give your choices heft and make the squad members have personalities you'd actually have to take into consideration when making decisions. When it comes to intimidation and charming NPCs that should just be skills you choose to take or not.





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