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Why paragon and renegade system is not an epic failure


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#76
celuloid

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Nyoka wrote...

celuloid wrote...

If Shepard
cannot make simple decisions like choose between Samara/Morinth just
because he was not jerk to everyone around, or did not emphatize with
everybody along the way, is pure FAIL. Period.

We're lucky that what you comment doesn't happen in the game then.


Nyoka wrote...

By minimal I mean exactly that. For
example, all plot-related decisions should be yours (and they are,
IIRC). You can awake Grunt and Legion or not; you can do whatever you
want with the collector base, etcetera. Zaeed is a good example: you can
choose to help him kill Vido and gain his loyalty, or you can save the
workers and let Vido escape. However, you still can gain Zaeed's
loyalty, but now you need to be very persuasive because he's really
pissed off. You can't expect a Shepard that can barely talk to be able
to persuade Zaeed into loyalty just after he has seen how his concerns
count for exactly nothing. Makes all the sense in the world. Same for
ME1: Rachni queen, Shiala, the Council, Kaidan or Ash... everything
related to the main plot is entirely yours. This is necessary because
otherwise the player would feel the story is driving her, instead of her
driving the story through her actions.


You see smartie, you contradict yourself a bit, don't you?
I was denied a choice between Samara and Morinth despite playing full paragon ME1 import, and I am not happy about it. Samara/Morinth is my most favorite squad member and this nonsense morality system ruined magic of the first playthrough for me.

Modifié par celuloid, 17 mars 2011 - 12:54 .


#77
Undertone

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celuloid wrote...

Nyoka wrote...

celuloid wrote...

If Shepard
cannot make simple decisions like choose between Samara/Morinth just
because he was not jerk to everyone around, or did not emphatize with
everybody along the way, is pure FAIL. Period.

We're lucky that what you comment doesn't happen in the game then.


Nyoka wrote...

By minimal I mean exactly that. For
example, all plot-related decisions should be yours (and they are,
IIRC). You can awake Grunt and Legion or not; you can do whatever you
want with the collector base, etcetera. Zaeed is a good example: you can
choose to help him kill Vido and gain his loyalty, or you can save the
workers and let Vido escape. However, you still can gain Zaeed's
loyalty, but now you need to be very persuasive because he's really
pissed off. You can't expect a Shepard that can barely talk to be able
to persuade Zaeed into loyalty just after he has seen how his concerns
count for exactly nothing. Makes all the sense in the world. Same for
ME1: Rachni queen, Shiala, the Council, Kaidan or Ash... everything
related to the main plot is entirely yours. This is necessary because
otherwise the player would feel the story is driving her, instead of her
driving the story through her actions.


You see smartie, you contradict yourself a bit, don't you?
I was denied a choice between Samara and Morinth despite playing full paragon ME1 import, and I am not happy about it. Samara/Morinth is my most favorite squad member and this nonsense morality system ruined magic of the first playthrough for me.


That's exactly it. The way the system is set, it's not even pure paragon or renegade scores. There's also a barrier which gets higher as the game progresses or something of that sort. So it's competely random - sometimes you need way higher points to "convince" somebody, in other cases you barely need to have a bar of each.

#78
Guest_Nyoka_*

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Ehm... Choosing between killing Samara or Morinth is not a blue/red option. What are you talking about? I recruited Morinth successfully, and Shepard was not a jerk to everyone around. In fact, she was supernice to all her squaddies.

Do you mean that you aren't skilled enough to make her interested in you? That she finds you boring? Well, that's too bad. I think Morinth would lose a good deal of appeal if she felt attracted to every possible Shepard, even the less interesting ones. :whistle:

Modifié par Nyoka, 17 mars 2011 - 07:04 .


#79
Anacronian Stryx

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The reason why the Paragon/Renegade system is an failure of epic proportions is NOT that it makes you pay for your decisions - It is that it makes your pay repeatedly for One decision.

As it is now with the point system whenever you do anything Paragon or Renegade related will trickle down and have influence to total unrelated decisions.

Example : Garrus recruitment mission - you get the choice to pull the trigger and blow the head of a mech netting you some renegade points, Now this action have influence over whether you can or can't talk down the argument between Jack and Miranda much later in the game, Even though the two events are completely unrelated and Jack probably weren't part of your crew when you chose to pull the trigger.

#80
Whatever42

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Undertone wrote...

That's exactly it. The way the system is set, it's not even pure paragon or renegade scores. There's also a barrier which gets higher as the game progresses or something of that sort. So it's competely random - sometimes you need way higher points to "convince" somebody, in other cases you barely need to have a bar of each.


Yup. The choices are based off the percentage of paragon/renegade points you have out of the total available points. The percentage you need does vary, absolutely. The reason it often gets harder as the game progresses is because people leave so many points on the table.

If I visit the citadel but don't go to all the shops and get my renegade or paragon discounts then I earn 0/20 points, which reduces my chance of getting that text. Neutral responses also leave points on the table, which is a shame, and that's what discourages roleplaying.

That's why its so much easier when you import a game than a new game or NG+. If you start with full paragon/renegade bars you would start with 190/190. That means if I had a paragon decision right at the very start of the game, I would have a potential 190 out of 0 possible points. That turns out to be a HUGE buffer. So people who imported the game think nothing of it. People who start new games or NG+ games have to work a lot harder to game the system.

#81
Almostfaceman

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Whatever666343431431654324 wrote...

Undertone wrote...

That's exactly it. The way the system is set, it's not even pure paragon or renegade scores. There's also a barrier which gets higher as the game progresses or something of that sort. So it's competely random - sometimes you need way higher points to "convince" somebody, in other cases you barely need to have a bar of each.


Yup. The choices are based off the percentage of paragon/renegade points you have out of the total available points. The percentage you need does vary, absolutely. The reason it often gets harder as the game progresses is because people leave so many points on the table.

If I visit the citadel but don't go to all the shops and get my renegade or paragon discounts then I earn 0/20 points, which reduces my chance of getting that text. Neutral responses also leave points on the table, which is a shame, and that's what discourages roleplaying.

That's why its so much easier when you import a game than a new game or NG+. If you start with full paragon/renegade bars you would start with 190/190. That means if I had a paragon decision right at the very start of the game, I would have a potential 190 out of 0 possible points. That turns out to be a HUGE buffer. So people who imported the game think nothing of it. People who start new games or NG+ games have to work a lot harder to game the system.


100% correct.  Me no likey the Paragon/Renegade system. :pinched: 

#82
Anacronian Stryx

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And the simple thing that having a point score system for morality is so 1990.

Have actions have consequences, If you push a merc though a window have his sister show up for revenge, if you heal a dying Batarian have him tell others Batarians about your actions and open up some possibilities later in the game.

Cause/Effect.

#83
celuloid

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Nyoka wrote...

Ehm... Choosing between killing Samara or Morinth is not a blue/red option. What are you talking about? I recruited Morinth successfully, and Shepard was not a jerk to everyone around. In fact, she was supernice to all her squaddies.

Do you mean that you aren't skilled enough to make her interested in you? That she finds you boring? Well, that's too bad. I think Morinth would lose a good deal of appeal if she felt attracted to every possible Shepard, even the less interesting ones. :whistle:


I think YOU do not know what you are talking about.
You get the choice to recruit her ONLY if you pass the blue/red conversation checks right before Samara waltz in to kill her. (you see the CAPS? I am becoming angry, if that is what you wanted :happy:)

And to fall for your obvious bait, I played Morinth real good, I felt it to be almost too easy she did not take notice of all the convenient coincidences. (Morinth: You like drugs? Shepard: Like halex? Morinth: Let's go to my apartment, I want you alone. Oh god, if it worked like this in real life.)
But non-jerk non-pathetic Shepard is not mentally sound enough to resist her seductive trap afterwards.

Modifié par celuloid, 17 mars 2011 - 07:55 .


#84
celuloid

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So, to further reiterate things, consider this:
When playing renegade, I portray myself as a cold, calculating individual who is there to make an optimal choice in any situation no matter what petty moralizers think.
For example, Council had to die, because no way I will let Sovereign have any time window for overriding Citadel to open the relay.
(The other thing is why a ground soldier has a say on tactical approach to space battle. I think there are admirals in command centers with the best overview of situation. Good course of action might be to unite Alliance and Citadel fleets to overwhelm lesser ships and then concentrate on Sovereign. But I am on the ground, so I have to make the most out of information I have. But back to the topic.)
Funny thing is as a heartless Renegade I get ~10% Paragon, ~70% Renegade score.
(And the sum is not supposed to be 100%. The numbers are calculated in the background. How it works in detail is hinted at in previous posts)
Problem is that to have ~80% required for Morinth/Samara choice you are supposed to do stuff like deny injured innocents help and let them die as you watch (Mordin recruitement, Thane loyalty) or destroying relations with squad by treating them as junk. Really wise thing to do in preparation for suicide mission where trust and mental focus is all there is to it between death and survival.
And you really cannot tell if you can screw these choices and be yourself, because you will not have the fictional percentage you may need to win the arguments.
And yes, they turned roleplaying into another game mechanic.
You want them to live? - You need the points.
How do you earn them? - Always click upper/lower choice in conversations.
Another lost argument was with Jack, where I did not have the necessary points either. I went to max my Paragon score and then tried to persuade, but all was still greyed out. Only some time after I learned of the futility - the absolute points do not matter, it is all about some background percentage math. In the end, Jack was the only one who died, but frankly I hated her character so I wasn't especially moved.
That being said, I am focused enough to resist something like nice seductive voice. But obviously it can only be done by Paragon Shepard who is ready to okay any pathetic endeavors or Renegade Shepard, sadistic moron who would be dead by friendly fire "accident" were it not for a fictional ingame invincibility aura.

#85
InvincibleHero

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Silmane wrote...

I feel that you should have multiple choices that aren't tied to Paragon/Renegade at all. You can have the wheel all you want, but why have black and white choices?

I play the game with a gut instinct. When the Doctor on Noveria was giving me crap info, I instantly went to the "I am annoyed option" which is obviously renegade, and my Shepard said she was wanting to punch someone in the throat. Why was that renegade at all? Even the highest paragon can get annoyed.

It's too black and white for me. period.


Ah so it is some of the options they do give you. Yeah it does seem occassionally ren/par a re like huh why did that happen or why isn't this an option which might be better. well they can only give so many choices and I think overall they do a pretty good job of it. They tend to offer more choice in their games than almost any company out there.

I think par/ren should be black and white. What causes the problems is actually going into the gray and overlapping. Punching someone could be paragon or renegade for instance. Renegade can range from yelling at someone, punching a helpless reporter or killing an unarmed merc callously. There is too much fluidity sometimes and a tighter defintion and less gray area would bolt the system down.

#86
InvincibleHero

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chester013 wrote...

Well don't blame me for wanting to play the game how I want and being funnelled into dialogue choices earlier in the game to do so. I can't push a merc out of a window because I need to persuade my crew to stop fighting later in the story? I should be able to do both but a karma system pigeon holes me, this is what I liked most about DA2 (stay on topic don't hate DA2 here) that I could be who I wanted to be instead of having to make the same choices every time without being punished.


You could bounce around quite a bit and still end up able to do anything in the game at least towards one side paragon or renegade. One or two small actions is  not going to make or break a consistent paragon or renegade player. There are many actions where you can grab free paragon or renegade points. Why are they free because that is the only ending for it. So you can make choices that fit your character and metagame to your heart's content.

You can pick whatever you want whenever you want in the game. You may miss that red blue option somewhere down the line that only metagaming you know about.

I had my paragon bar full like 3/4 in the game. They rewarded much more in ME2 than ME1.

So you'd prefer they remove the red/blue and give us less options of choice as to which actions our Shepard can perform? I can't agree with that. I think it tries to give a personality template to a soldier and enforces a baseline stability of personality. A schizo isn't going to make Commander. A ruthless get it done man can or a lets all get along do things the most PR and still get the job done as well. Someone in the middle can as well. I can't see the same person pushing the Blue Suns merc out the window and helping the batarian dying of the plague or sparing Fist. However you can do it in the game if you wish even though it would make Shep a candiate for multiple personality disorder.

#87
UKStory135

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I always thoughtbof the ME2 system as a way of building charm and intimidate points. My only complaint is that that that sometimes that threshold was too high. Especially after Tali's mission

#88
InvincibleHero

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Undertone wrote...

The system is flawed not only in terms of mechanics but in terms of consistency - one path (paragons) is continuously rewarded, while the other (renegades) is continuously punished. It's turned into a petty dark vs light morality choice except you don't get any benefits for choosing the dark side unlike KotoR. And renegade was supposed to be getting the mission done no matter what the odds or the situation, being professional. The first time I didn't kill the Council to put Humanity on top or anything. I did it because stopping Sovereign was a priority and the galaxy could have been destroyed. Then in ME2 everyone hates me as if I rail-roaded humanity on a power trip, when I saved the galaxy. It was then when I became a human supremacist and pro-Cerberus.

And in ME1 at least you could level up both Charm and Intimidate that way you could roleplay anything. ME2 is all about completely one-sided, almost unbelievable characters - one side we have a complete **** who is incapable of any human emotion or empathy and is more like a machine while on the other we have a blubbering super-idealistic idiot who's incapable of harming any criminal, which makes me wonder how he/she got in the military in the first place.


Paragons rewarded how? It did seem to me there were more chances to earn paragon points but that's it. You have to let some slimy people that deserve to die off the hook  to earn para points.
 
Renegades punished how? Yeah some choices make you pretty dispicable but there is no penalty in the game. You can still get discounts and whatnot.

Both sides have downsides and WTH headscratching as to why a particular action is pargon or renegade. Overall it seems mostly consistent.

You are not a human supremacist unless you choose to be. It doesn't matter what others think of your character.

Yeah you could game the system in ME1 with multiple playthroughs and free charm/intimidate points but that doesn't make it better.

If they totally removed any context and did away with paragon or renegade then the actions would be pretty empty. You did not earn anything. All they need to do then is just give three options to end every quest. good neutral evil or just good and evil why bother right. I look at the ultimate blue red as rewards for roleplaying consistency of personality.  

It just won;t do unless you have all the choices from the start eh. Do you think a 120 lb bald accountant could intimidate a Krogan? Not a chance. Now if that same bald 120 lb man was known as the butcher of Omega killing hundreds. Yeah maybe right. It is reputation and personality all rolled into one. A good person isn;t going to be making evil threats and carying them out and a ruthless person isn't going to be as convincing a diplomat especially with a guns first rep. Makes sense to me.

#89
Dave666

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Whatever666343431431654324 wrote...
And ME1 sucked too. Your max cham/intimidate was based on your paragon/renegade scores as well. For example, to get full blue/red options through the reporter/admiral discussion on the citadel, you needed a pretty high paragon/renegade score to get your charm up the the appropriate levels.


Or you could, you know? Choose to train your character in them by spending points....

Using the Paragon and Renegade to boost those points is metagaming. Choosing to spend skill points is playing a role.

Modifié par Dave666, 18 mars 2011 - 05:33 .


#90
Almostfaceman

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InvincibleHero wrote...

It just won;t do unless you have all the choices from the start eh. Do you think a 120 lb bald accountant could intimidate a Krogan? Not a chance. Now if that same bald 120 lb man was known as the butcher of Omega killing hundreds. Yeah maybe right. It is reputation and personality all rolled into one. A good person isn;t going to be making evil threats and carying them out and a ruthless person isn't going to be as convincing a diplomat especially with a guns first rep. Makes sense to me.


Tired and don't have the energy to argue all your points, but right off the bat I'd say you may want to come up with another analogy.  You really can't compare a 120lb bald accountant with a battle-hardened Marine officer who comes pre-packaged with the ability to lead and kick arse.

#91
Dave666

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Almostfaceman wrote...

InvincibleHero wrote...

It just won;t do unless you have all the choices from the start eh. Do you think a 120 lb bald accountant could intimidate a Krogan? Not a chance. Now if that same bald 120 lb man was known as the butcher of Omega killing hundreds. Yeah maybe right. It is reputation and personality all rolled into one. A good person isn;t going to be making evil threats and carying them out and a ruthless person isn't going to be as convincing a diplomat especially with a guns first rep. Makes sense to me.


Tired and don't have the energy to argue all your points, but right off the bat I'd say you may want to come up with another analogy.  You really can't compare a 120lb bald accountant with a battle-hardened Marine officer who comes pre-packaged with the ability to lead and kick arse.


Well said. (Tired too, or I'd expand on this. Its 5AM here though) lol

Posted a response to this in your other thread where you tried to claim that ME:2 was a better RPG than ME:1. I strongly disagree btw. (Talking to OP)

Modifié par Dave666, 18 mars 2011 - 06:24 .


#92
Nashiktal

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It would also help if Paragon and Renegade actually meant just that instead of "Good/saint and Evil/****."

Might be more interesting then.

#93
Undertone

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InvincibleHero wrote...

Undertone wrote...

The system is flawed not only in terms of mechanics but in terms of consistency - one path (paragons) is continuously rewarded, while the other (renegades) is continuously punished. It's turned into a petty dark vs light morality choice except you don't get any benefits for choosing the dark side unlike KotoR. And renegade was supposed to be getting the mission done no matter what the odds or the situation, being professional. The first time I didn't kill the Council to put Humanity on top or anything. I did it because stopping Sovereign was a priority and the galaxy could have been destroyed. Then in ME2 everyone hates me as if I rail-roaded humanity on a power trip, when I saved the galaxy. It was then when I became a human supremacist and pro-Cerberus.

And in ME1 at least you could level up both Charm and Intimidate that way you could roleplay anything. ME2 is all about completely one-sided, almost unbelievable characters - one side we have a complete **** who is incapable of any human emotion or empathy and is more like a machine while on the other we have a blubbering super-idealistic idiot who's incapable of harming any criminal, which makes me wonder how he/she got in the military in the first place.


Paragons rewarded how? It did seem to me there were more chances to earn paragon points but that's it. You have to let some slimy people that deserve to die off the hook  to earn para points.
 
Renegades punished how? Yeah some choices make you pretty dispicable but there is no penalty in the game. You can still get discounts and whatnot.

Both sides have downsides and WTH headscratching as to why a particular action is pargon or renegade. Overall it seems mostly consistent.


It is quite obvious Bioware wants you to play paragon. Every single choice that is paragon turns out right. Every single choice that is renegade turns out to the detriment of Shepard. And while detriment or benefit isn't in terms of money, skills or abilities - it's how people view you, how everyone else reacts to you. This isn't KotoR and it isn't dark side vs light side. Renegade doesn't mean an evil megalomaniac nor does it mean a sadistic murderer. It's someone willing to take the odds and willing to finish the mission no matter the cost.

There are four problems I see with the system so far:

1) Renegade and what it stands - Leaving someone to bleed out while you can fix them in a minute and have the ample supplies to do so is considered renegade. To me that's a perfect example of just simple cruelty not being renegade. Sending my men as a decoy, as a sacrifice in order to finish the mission and save the galaxy is renegade. Doing what must be done to achieve the result no matter the casualties. Letting someone to die when you have perfect oppurtunity to help them and it doesn't cost you anything is just sadistic. Now if it removed all my omni-gel or something valuable that would evidently make a detriment on my mission and it would make it harder - that would be a renegade choice - to leave him and focus on the mission completely. In this case paragons would be even more satisfied I think because they are going the extra length of effort to save someone and complete the mission that is now harder - more rewarding experience I think.

2) Results from these choices - Paragons get more content, while Renegades get none. The most common approach paragons argue with this is that either you can't have people are dead return or that the content isn't so much anyway so renegades aren't losing that much. Well I  think that's bull****. First off - all those people we kill are related to someone. Have Fist gang go after you for killing him, have that batarian have a brother that hunts you for killing him, have a family tell you you are a monster for letting their child die. I remember KotoR had something similar - as a dark side character I killed a guy and later found his mother and sister. They couldn't do anything to me but their accusations actually proved more distabilizing. I did not continue down the path to darkness but rather remained grey. There's plenty of ways to put content for renegades. What about the new Council I put in ME2? They don't even meet with me and they got their jobs because of me. While Paragons get reinstated as Spectres (which is cool even if it doesn't matter that much anymore).

3) One path is always correct - Paragon is always the right choice. The Rachni queen turns out good, all these people we let go turn out reformed. At the end of ME1 you can save both the Council and kill Sovereign with some mild casualties. Renegades who focused on Sovereign whether for human supremacist agenda (which I'm okay to get such result) or because they thought if they don't, they might lose the galaxy (which I'm not okay with) are turned into the biggest A-hole in the galaxy. For a human supremacist it's kind of understandable. But many Sheps didn't do it out of pure spite, selfish oppurtunity and so on. We are however rail-roaded to be evil which is just stupid. Bioware is clearly biased towards paragon - this is very evident by keeping the Collector base. Even people that previously supported on keeping the base now suddently have a mind crush and are ardent opponents of keeping it. Your entire crew is against it. That's a huge bias and to me it's really annoying that Bioware supports so hard only one path when the game would be more interesting if both paths had their allure and equal oppurtunity.

4) The pure mechanic behind it - we've already discussed it and I lack the eloquency to explain it in the detail. Basically the barrier the game puts at later time. So it's not even how much paragon or renegade points you have but how much you don't. Some actions require few, a bit later they require much much more. So it's pure randomness, it doesn't reinforce roleplay but metagame. The first game had it right - invest points in it or don't. It's your choice. Now you have to play completely one-sided character to get better at convincing people.

#94
GuardianAngel470

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InvincibleHero wrote...

This is simple. People like to meta-game instead of roleplaying. If they made it so the blue and red options never showed up instead of being grayed out then you would notice nothing. Ignore them and play the character as you intended. You really shouldn't know I neeed to be super paragon/renegade because later in the game I am going to have to settle an argument between Jack/Miranda or Tali/Legion. A real Shepard would not have that knowledge so the Roleplaying failure is on your part.

Just because you meta-game don't blame it on BW or lack of Role playing. You are letting the game lead you by the horns instead of choosing to play how you want to define Shepard. Yes you may miss out on some optimal resolutions but a playthrough doesn't have to be perfect and in real life there is no 100% win with a blue or red option. Just resolve things how your Shepard would do things according to what options you have at the time. Just because you want to maximize a game play doesn't mean the game should be designed around that as well.

You know actually roleplay instead of meta-game. You'll still get to the end even if you have to pick some neutral choices and be a lot less stressed about it. Play the game and don't let it play you. Image IPB


Let me make this as simple as I can: The difficulty of resolving a conflict is like compounding interest. It isn't based on how many points you have, which would support your conclusion, it's based on how many points you COULD have, which is completely arbitrary.

I would support your idea IF the difficulty of resolving a conflict didn't snowball. If it was based on a very simple total, which it is implied that it is by both the meters and the popups saying you gained X number of para/rene points, then I would be fine with saying that hey, I just didn't have enough.

I'm fine with that, but the system is both complicated and misleading right now.

#95
GuardianAngel470

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InvincibleHero wrote...

chester013 wrote...

Well don't blame me for wanting to play the game how I want and being funnelled into dialogue choices earlier in the game to do so. I can't push a merc out of a window because I need to persuade my crew to stop fighting later in the story? I should be able to do both but a karma system pigeon holes me, this is what I liked most about DA2 (stay on topic don't hate DA2 here) that I could be who I wanted to be instead of having to make the same choices every time without being punished.


You could bounce around quite a bit and still end up able to do anything in the game at least towards one side paragon or renegade. One or two small actions is  not going to make or break a consistent paragon or renegade player. There are many actions where you can grab free paragon or renegade points. Why are they free because that is the only ending for it. So you can make choices that fit your character and metagame to your heart's content.

You can pick whatever you want whenever you want in the game. You may miss that red blue option somewhere down the line that only metagaming you know about.

I had my paragon bar full like 3/4 in the game. They rewarded much more in ME2 than ME1.

So you'd prefer they remove the red/blue and give us less options of choice as to which actions our Shepard can perform? I can't agree with that. I think it tries to give a personality template to a soldier and enforces a baseline stability of personality. A schizo isn't going to make Commander. A ruthless get it done man can or a lets all get along do things the most PR and still get the job done as well. Someone in the middle can as well. I can't see the same person pushing the Blue Suns merc out the window and helping the batarian dying of the plague or sparing Fist. However you can do it in the game if you wish even though it would make Shep a candiate for multiple personality disorder.


Ah, I just love how inconsistent you are. In the OP, you tell us not to meta-game, that the system is designed to discourage metagaming.

Then in this post you tell us to metagame. Well guess what? In my first playthrough, when I actually played how I wanted, picking the paragon, renegade, or neutral options based on how I viewed the character (based on myself as all such characters are) I lost Jack because I didn't have enough paragon points when I did here loyalty mission. It is extremely hard to gain enough paragon/renegade points for either of the two main arguments WITHOUT metagaming. You HAVE to pick either paragon or renegade options in order to have enough.

I want to ask you this: If you played a game that had you lose and argument that got someone killed (arbitrarily, because Miranda at least would almost definitely get over herself by the end of the mission, especially if you saved her sister) would you accept it as reasonable? If you were never told why you lost that person's loyalty because the grayed out option wasn't there, would you be satisfied?

If you can honestly answer yes, then this discussion is over. There is no point discussing the flaws of the argument if you can honestly say that a forced death worse than the Virmire CHOICE is actually acceptable.

#96
GuardianAngel470

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Undertone wrote...

celuloid wrote...

Nyoka wrote...

celuloid wrote...

If Shepard
cannot make simple decisions like choose between Samara/Morinth just
because he was not jerk to everyone around, or did not emphatize with
everybody along the way, is pure FAIL. Period.

We're lucky that what you comment doesn't happen in the game then.


Nyoka wrote...

By minimal I mean exactly that. For
example, all plot-related decisions should be yours (and they are,
IIRC). You can awake Grunt and Legion or not; you can do whatever you
want with the collector base, etcetera. Zaeed is a good example: you can
choose to help him kill Vido and gain his loyalty, or you can save the
workers and let Vido escape. However, you still can gain Zaeed's
loyalty, but now you need to be very persuasive because he's really
pissed off. You can't expect a Shepard that can barely talk to be able
to persuade Zaeed into loyalty just after he has seen how his concerns
count for exactly nothing. Makes all the sense in the world. Same for
ME1: Rachni queen, Shiala, the Council, Kaidan or Ash... everything
related to the main plot is entirely yours. This is necessary because
otherwise the player would feel the story is driving her, instead of her
driving the story through her actions.


You see smartie, you contradict yourself a bit, don't you?
I was denied a choice between Samara and Morinth despite playing full paragon ME1 import, and I am not happy about it. Samara/Morinth is my most favorite squad member and this nonsense morality system ruined magic of the first playthrough for me.


That's exactly it. The way the system is set, it's not even pure paragon or renegade scores. There's also a barrier which gets higher as the game progresses or something of that sort. So it's competely random - sometimes you need way higher points to "convince" somebody, in other cases you barely need to have a bar of each.


Ok, I'm going to clear this up right now. This is how the Paragon/Renegade system works:

As you gain points, the game keeps track of the points you did NOT gain. So if you are on Omega for the first time and, when that cocky batarian challenges you, you pick the Renegade option and gain 5 points, the game keeps track that you did not get 5 paragon points.

This will apply to all further decisions. So, using hypothetical numbers, if you begin the game choosing only renegade options, like the batarian bartender, the cocky batarian, and a few others, your score, the one that the game uses to determine what dialog options you can choose, would be 100%. Likewise if, later in the game, you found you were choosing Paragon and neutral options more and had 500 of a possible 1000 renegade points, your score would be 50%.

Also, as previously hinted to, picking neutral options means you lose out on both paragon AND renegade points, meaning a moderator type personality, one that doesn't take a distinct side but instead takes all sides into account, would be at an even GREATER disadvantage.

In this system, you have to pick a side. Neutral players are punished by a snowballing percentage system, one they can't possibly beat WITHOUT picking enough of either side. That means they are FORCED into metagaming because the system itself allows for NO beneficial outcomes without picking a side.

#97
Undertone

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GuardianAngel470 wrote...

Undertone wrote...

celuloid wrote...

Nyoka wrote...

celuloid wrote...

If Shepard
cannot make simple decisions like choose between Samara/Morinth just
because he was not jerk to everyone around, or did not emphatize with
everybody along the way, is pure FAIL. Period.

We're lucky that what you comment doesn't happen in the game then.


Nyoka wrote...

By minimal I mean exactly that. For
example, all plot-related decisions should be yours (and they are,
IIRC). You can awake Grunt and Legion or not; you can do whatever you
want with the collector base, etcetera. Zaeed is a good example: you can
choose to help him kill Vido and gain his loyalty, or you can save the
workers and let Vido escape. However, you still can gain Zaeed's
loyalty, but now you need to be very persuasive because he's really
pissed off. You can't expect a Shepard that can barely talk to be able
to persuade Zaeed into loyalty just after he has seen how his concerns
count for exactly nothing. Makes all the sense in the world. Same for
ME1: Rachni queen, Shiala, the Council, Kaidan or Ash... everything
related to the main plot is entirely yours. This is necessary because
otherwise the player would feel the story is driving her, instead of her
driving the story through her actions.


You see smartie, you contradict yourself a bit, don't you?
I was denied a choice between Samara and Morinth despite playing full paragon ME1 import, and I am not happy about it. Samara/Morinth is my most favorite squad member and this nonsense morality system ruined magic of the first playthrough for me.


That's exactly it. The way the system is set, it's not even pure paragon or renegade scores. There's also a barrier which gets higher as the game progresses or something of that sort. So it's competely random - sometimes you need way higher points to "convince" somebody, in other cases you barely need to have a bar of each.


Ok, I'm going to clear this up right now. This is how the Paragon/Renegade system works:

As you gain points, the game keeps track of the points you did NOT gain. So if you are on Omega for the first time and, when that cocky batarian challenges you, you pick the Renegade option and gain 5 points, the game keeps track that you did not get 5 paragon points.

This will apply to all further decisions. So, using hypothetical numbers, if you begin the game choosing only renegade options, like the batarian bartender, the cocky batarian, and a few others, your score, the one that the game uses to determine what dialog options you can choose, would be 100%. Likewise if, later in the game, you found you were choosing Paragon and neutral options more and had 500 of a possible 1000 renegade points, your score would be 50%.

Also, as previously hinted to, picking neutral options means you lose out on both paragon AND renegade points, meaning a moderator type personality, one that doesn't take a distinct side but instead takes all sides into account, would be at an even GREATER disadvantage.

In this system, you have to pick a side. Neutral players are punished by a snowballing percentage system, one they can't possibly beat WITHOUT picking enough of either side. That means they are FORCED into metagaming because the system itself allows for NO beneficial outcomes without picking a side.


Thanks for clarifying that up. The technical part of it is also a great deal in my opinion. I've also mentioned a few more points in my post above regarding the clash between paragon/renegade. I hope ME3 fixes that although I am somewhat doubtful.

#98
Smeelia

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I agree that the system is seriously flawed and limits roleplaying.  I wouldn't mind if you could earn persuasion skill by "practice" or following a consistent approach (because of your reputation or whatever), as some have suggested, but unfortunately the ME2 system just doesn't work like that (due to the mechanics as described above).

I do prefer the ME1 system really, your character can learn to be persuasive (using Charm or Intimidate) just like they learn to use any other skill (like weapon handling).  I don't really like the way that the skills are tied to your Paragon and Renegade bars though, it might make some sense that reputation or practice would affect your persuasiveness but Shepard has also had a lot of time working on missions before Mass Effect begins so it's not unreasonable that they could have learned a few things and be able to develop persuasion skills based on that.  I also think that the "neutral" conversation options are kind of wasted since they lack a persuasion choice (maybe something like "Reason", although having all three options for all characters would be better).

If you want to play a persuasive character then you're restricting your personality choices, I think that persuasion makes sense as a skill rather than being an aspect of your personality.  A villain can still be charming and a hero can still be intimidating so it's unrealistic to restrict you to fewer character interpretations.  One of my favourite characters that I use as a foundation for roleplaying in every game I can is basically evil and selfish but usually keeps a good reputation so that it's easier to get close to people and manipulate them for his gain, complex options like this aren't really available in Mass Effect because of the way the systems work.  I'm not saying they need every character interpretation available, Shepard has to be an elite operative type in some ways and there are certain personalities that are unlikely to be in that kind of position, but the systems we've had so far are more restrictive than they need to be and take some of the roleplaying out of the roleplaying game.

I think it's also worth noting that having an option available doesn't mean you have to use it.  In Dragon Age the persuasion skill gives you access to a variety of persuasion options including charm and intimidation, if I'm playing a character as the type who doesn't like to threaten or harm others then I can simply choose not to use intimidation options (even if they would work).  Perhaps that's another flaw in the design of the system, persuasion is the only way to positively resolve some problems rather than just being another option.  For example, in a hostage situation you can use persuasion to have the hostages released but there should be other skills you could use to deal with the situation.  Perhaps an Infiltrator could use their cloak to get into position to free the hostage without being seen, an Engineer might be able to use knockout gas or overload a system to create a distraction, a Soldier could make the shot to give the captors no chance and so on.  Some interrupts give those kinds of options but they're not based on skills at all.

#99
Whatever42

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Well, to be picky.... I wouldn't say the system limits roleplaying. You can roleplay just fine without the magic blue/red text. I would even argue that its a better roleplaying experience and often the blue/red text is the least interesting option in many conversations.

I would say instead that the system "discourages" roleplaying. People see the greyed out options and feel they're missing out and have to play the paragon/renegade mini-game. And, of course, no one wants to see their teammates die because they didn't have the magic text so they strive for that.

Just a small point. I guess it would limit roleplaying if you were roleplaying a Shepard that could talk the birds out of the trees but I regard that as almost a superpower.

#100
wizardryforever

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Smeelia wrote...

I agree that the system is seriously flawed and limits roleplaying.  I wouldn't mind if you could earn persuasion skill by "practice" or following a consistent approach (because of your reputation or whatever), as some have suggested, but unfortunately the ME2 system just doesn't work like that (due to the mechanics as described above).


But the system does work that way!  Granted, not very well, and it is confusing, but it does work like that.  The game takes notice of the actions you take and how they define your character.  It tells itself, "okay, Shepard is behaving like a Renegade mostly, so naturally bonus Renegade options make more sense than bonus Paragon options."  The game does not let you make a wishy-washy, ill-defined, Mary Sue character.  Your actions shape Shepard's personality which mold some of the dialogue to suit that personality.  The player is still given the freedom to not pursue these bonus options if they do not want to, but whining that the bonuses aren't available to your character is like whining that Soldiers have no biotics.  That's the way it simply is based on your choices, and you can't have everything.

I do prefer the ME1 system really, your character can learn to be persuasive (using Charm or Intimidate) just like they learn to use any other skill (like weapon handling).  I don't really like the way that the skills are tied to your Paragon and Renegade bars though, it might make some sense that reputation or practice would affect your persuasiveness but Shepard has also had a lot of time working on missions before Mass Effect begins so it's not unreasonable that they could have learned a few things and be able to develop persuasion skills based on that.  I also think that the "neutral" conversation options are kind of wasted since they lack a persuasion choice (maybe something like "Reason", although having all three options for all characters would be better).

Tying the skills to your morality scores (and level) made perfect sense in context.  Essentially, you could train as an expert charmer, but only have limited success if your actions don't live up to your words.  In this way, people who are harder to sway would require a dedicated charmer who is also backed up by their actions.  Otherwise the words just come across as empty to them.  Neutrals aren't rewarded in either system, but they are not penalized either, like so many like to moan.

If you want to play a persuasive character then you're restricting your personality choices, I think that persuasion makes sense as a skill rather than being an aspect of your personality.  A villain can still be charming and a hero can still be intimidating so it's unrealistic to restrict you to fewer character interpretations.  One of my favourite characters that I use as a foundation for roleplaying in every game I can is basically evil and selfish but usually keeps a good reputation so that it's easier to get close to people and manipulate them for his gain, complex options like this aren't really available in Mass Effect because of the way the systems work.  I'm not saying they need every character interpretation available, Shepard has to be an elite operative type in some ways and there are certain personalities that are unlikely to be in that kind of position, but the systems we've had so far are more restrictive than they need to be and take some of the roleplaying out of the roleplaying game.

Well, having skills tied to persuasion is just as arbitrary and abstract as basing it on your actions.  The only difference is that you are spending in game resources (skill points) to convince people of your trustworthiness rather than simply doing things that demonstrate that trustworthiness.  Another thing is that certain people are harder to persuade than others.  Maybe they are stubborn, maybe they see through the pretty words, maybe they just get a bad feeling about you, either way, some people are just difficult to charm/intimidate.  This is how the game illustrates that a villian is charming to the gullible, and a hero is only intimidating to cowards.  Knowing what these people have done in the past puts a pretty big damper on the effectiveness of the words.  A villian that is known for backstabbing cities that sign treaties with him is going to be less convincing when he tells people that he wants only peace.  A hero that has a reputation for taking enemies alive or not hurting innocents is going to have a hard time intimidating a terrorist group into releasing hostages (for example).  Granted, it is more complicated than that, but I think the system currently reflects such things much better than a simple skill check.

I think it's also worth noting that having an option available doesn't mean you have to use it.  In Dragon Age the persuasion skill gives you access to a variety of persuasion options including charm and intimidation, if I'm playing a character as the type who doesn't like to threaten or harm others then I can simply choose not to use intimidation options (even if they would work).  Perhaps that's another flaw in the design of the system, persuasion is the only way to positively resolve some problems rather than just being another option.  For example, in a hostage situation you can use persuasion to have the hostages released but there should be other skills you could use to deal with the situation.  Perhaps an Infiltrator could use their cloak to get into position to free the hostage without being seen, an Engineer might be able to use knockout gas or overload a system to create a distraction, a Soldier could make the shot to give the captors no chance and so on.  Some interrupts give those kinds of options but they're not based on skills at all.

Well, it is not the only way to positively resolve situations, at least not when the checks are difficult.  It is perfectly viable to not take options when they appear.  You are not "shoehorned in" as some people like to claim.  They are bonus conversation options for the most part.  You can resolve pretty much any situation in the game using only white options and still receive the "best outcome."  The loyalty fights are the only place where there is a consequence for not using charm/intimidate, and people harp on this as being a reason the system sucks.  First off, the loyalty fights don't matter too much for keeping people alive.  Just take their lack of loyalty into account when you assign people tasks on the suicide mission.  Second, it is very easy to simply go talk to whoever you sided against later and charm/intimidate them back to loyalty.  Anytime I couldn't charm/intimidate them during the fight, I was always able to do so afterwards.  That kinda puts a hole in the argument that you are "forced" to be paragon or renegade, and that you are "penalized" for not being so.

Is the system perfect?  No, of course not, and it can definitely be improved and fine-tuned.  But I have to agree with the OP, the system is not an epic failure.  Being unable to roleplay with the system says more about the complainer than the system.