wizardryforever wrote...
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'd say it's sufficiently bad to be counted as not working and it's not really clear that it was even intended to work that way. If the idea was to restrict your choices based on the personality you choose then the interrupts should also be covered, it makes no less sense for my 100% Paragon character to be able to beat up suspects for information or push a mercenary out of a window than it does for them to be able to intimidate someone to make them back down (at least the intimidate options are often used with the intention of avoiding conflict, rather than getting your attack in first). If they are bonus options (like the interrupts) then why not just have them available to everyone so the player can choose which ones to use rather than having them restricted with a poorly made system?
Shepards that make choices other than going 100% to Paragon or Renegade don't have to feel wishy washy, if they do then that's a bit of a design flaw in itself since it only gives two well made choices and makes any others pointless. There are multiple reasons to make decisions so two different Shepards might make the same choice for different reasons. If they only wanted you to play one of two pre-made characters then they would be just as well letting you pick one at the start of the game.
A big part of the problem is that persuasion was a skill in ME1 but in ME2 it's not. If they really wanted a reputation driven system then they shouldn't have made it look like the old persuasion system and instead they should have had options that anyone could pick but would only work with the right reputation (possibly with an indicator if it'll succeed, although not having one could be interesting if the system was strong enough). It makes more sense that Shepard can't intimidate because they don't have the skill to try it than because they know for sure their reputation isn't good enough.
Basically the current system is needlessly restrictive, having persuasion and personality be separate choices gives the player more options for the character they want to play while having them bound together reduces the choice. There's really no benefit to reducing the choice the player has in who they want their Shepard to be.
wizardryforever wrote...
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.
As I said, I liked the ME1 system better. It made more sense and it gave more options for the character, I can't see why it wouldn't work in ME2. I don't hate the restrictions and I didn't find them problematic even with more neutral characters, I'm just not sure they really added anything.
Completely neutral characters aren't really supported with the persuasion system, it would have been nice to have had a third bar (although it might be harder to define) and another persuasion skill but it's unlikely they considered that and they may not have had time to implement it even if they wanted to.
wizardryforever wrote...
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'm not really convinced that the current system is better than a skill check. If someone is difficult to persuade then a skilled negotiator will be more likely to succeed, a well made argument and good reading of a person can help overcome any disadvantage that reputation or similar may create (a person may be convinced to rely more on their judgement of what they are seeing in person rather than what they have heard from others). A weak pistol in the hands of a skilled user can be better than a powerful rifle in unskilled hands, one common element of RPGs is choosing what your character is good at and if they're good enough at talking then that should be represented. Reputation makes more sense as a modifier on your skill check than an absolute decider of whether you can even attempt to use persuasion.
wizardryforever wrote...
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.
It's true that the persuasion options are often only "bonuses" or alternatives and the biggest problem is definately in those few times where they do matter. Unfortunately the system is flawed in ME2 and that isn't going to change. I agree that it's not an "epic failure" but the restrictions really don't contribute anything to the game while occasionally causing problems for those who roleplay outside of the main two characters. Removing the restrictions altogether would give the player more choice and more roleplaying flexibility without losing anything positive. I've never had a problem with the system myself but that doesn't mean I'm going to pretend that it's perfectly fine or assume that others must be doing something wrong.





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