tjzsf wrote...
Trying again: rewards can be either validation (emails/verbal thanks/"good job" from party members or NPCs) or content (extra levels, like the Lord Darius/Hostage Scientists assignments from ME1). If the decision is supposed to carry consequences throughout the series, then there also needs to be a foreseeability component - any consequence has to be at least somewhat foreseeable when making the decision (rewriting the geth results in the true geth achieving consensus with the heretics' views, giving the Reapers another ally is foreseeable, the same act causing the geth to test weapons that result in the hanar/drell homeworld being blown up is not).
Well, that depends on what you consider to be foreseeable and how you link acts together. If the Heretic Geth were dead then the Geth may not have been in a position to carry out those tests but then there's not necessarily a direct link between the decision to rewrite the Geth and them proceeding with the tests either. If you weren't born then you couldn't go on a killing spree but that doesn't mean that your parents should have avoided your birth since they couldn't be sure what kind of life you'd lead.
tjzsf wrote...
Problem with "rewarding" renegades to the same extent that paragons are rewarded is that because renegade playstyles tend to lead to a higher bodycount, so validation and content both tend to be lower. Some can be made up by alternate cameos, but on the whole the trend would still be lower.
I'm not really convinced of this, we're mostly just talking about a few scenes and people have already come up with decent suggestions. Really, the issue is more that some decisions don't get any recognition at all and carrying over a game doesn't feel so worthwhile (the form the recognition takes isn't as important). It's worth mentioning that, while it is particularly bad for Renegades, Renegade decisions aren't the only ones that pass without recognition (some neutral decisions and non-persuasion choices are similarly disregarded).
tjzsf wrote...
In addition, the two alignments are supposed to be set up such that being paragon means you are more idealistic/trusting/concerned with the means, while renegade means you are more cynical/skeptical/concerned with the ends. However, the trend towards paragon options always getting a good result means that the sacrifices renegades make end up always being unnecessary. And unnecessary sacrifices to not make a renegade, they make a colossal dickasaurus.
I think this is a big problem and it's nothing to do with the game at all, it's purely about player perception. When making the decision you generally don't know how it'll work out so if you're picking the option that makes the most sense to your Shepard (or even you personally) then the outcome is what you get in that universe. It's not a matter that the other decision would have worked out fine because you still don't know that (even if, in metagaming terms, you do) and it's not a matter of the other decision being "better" just because it may be morally preferable to you. Whatever decision you make, you still get a story and you still get to play the game, there's even a very good chance your character will win in the end (you almost have to deliberately lose in ME2, I'd be surprised if ME3 is any different). There are no "wrong" decisions in the game, it's been made that way deliberately, whatever you pick is the "right" decision and helps to craft your story. You may not always be happy with the outcome but that is what the writers chose, there are always going to be people who just don't like a particular story and it's not going to be able to change to please them. If you really want the "nice" ending then selecting options that make it impossible just doesn't make sense (at least picking Paragon gives you a chance, even if the story was different and it didn't actually work out).
To sum up, the assessment of the "rightness" of a decision cannot be made with hindsight and must be based on the information that was available to the decision maker at the time the decision was made.
It may not be a problem with the game but there are still things that the developers can do to help minimise the issue. As you mention, having people "validate" your decision might help insecure players to feel that their decision really was acceptable (which it was of course). Having at least someone tell you that they would have done the same, that you did what you had to and so on, as well as getting to see the positive consequences of your actions (most choices result in some form of success, after all), might help those who feel some kind of guilt over their choice. One thing that really doesn't help is that the game does the opposite on at least one occasion (and possibly others) such as the big joke your squad plays on you over the Collector Base decision.
Still, I think it's a bit of an issue that some people feel so much responsibility for having a character make a decision in a game. You're choosing how you want the story to go (or at least how you want your character to approach the story), that doesn't always have to mean choosing what you'd do in that situation and it doesn't necessarily mean that you condone that decision either. You might watch a slasher horror film and see a killer murder a lot of characters. In deciding to watch the film you've chosen the type of story you want to see but that doesn't necessarily mean that you would condone the actions that take place in the story, there's really no difference in playing a game with a particular story even if you are constantly asked to prod the story along (also note that you can stop watching a film at any time).
tjzsf wrote...
There are relatively easy ways to equalize the two, as many others have suggested. However, the other complaint is while you can equalize validation, it's much harder to equalize content. Killing the rachni seals off all rachni-related content, be it cameos or in-verse help against the Reapers. Thinking of an alternate content possibility is kind of hard. Thus, the easier way is to simply make it so that at least a few Paragon choices (things you have to use the dialog wheel for) result in suboptimal situations.
No, this simply doesn't make sense. Changing the Paragon story has no affect on the Renegade story, you'll only annoy those making Paragon choices by making their story into something different. If you don't like the story then changing it to something else may well please you but it'll likely turn into something that at least as many people don't like. Mass Effect is a popular game with a well liked story, clearly the writers did something right even if it doesn't exactly go the way that some people might have liked.
I probably didn't need to go on so long, sorry about that if I've overdone the same points (I've never been good at being succint anyway, as this section may demonstrate). I should probably also point out that I've used the word "you" a lot in this post and (as usual) I mostly mean it as "a hypothetical person", I know not everyone does that and it sometimes causes confusion so I thought I should clarify (especially since not knowing this could result in you thinking that I meant to imply that you were a mad killer and shouldn't have been born).
Modifié par Smeelia, 20 juin 2011 - 12:56 .