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Bringing back the subject of persuasion


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#1
xentar

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----Main point----
So, over the last few weeks we have had quite an increase in the amount of new information on what ME3 will be like. However, so much of this information is combat-related. Even most of the "RPG Elements" section in the known features thread is filled with combat powers and weapon customization. If one didn't know better, one could think from the news that ME3 was going to be a plain shooter.

So, I would like to ask if, perhaps, there will be a time when official information on changes to the persuasion system in ME3 is released. When such time would come would be an even more interesting piece of information to know about.
Note, however, that I decided not to watch any E3 videos, if the information has already been released, sorry for creating this thread.

----Optional analysis----
Additionally, to allow myself a modicum of self-expression, I would like to present my thoughts and, perhaps, make a late suggestion on how persuasion could have been handled in the Mass Effect series. Readers who are short on time could skip to the "Finally, that last suggestion I mentioned" line.

The morality or, as it is implemented in Mass Effect series, bias-based persuasion has a significant number of flaws. Your reputation should only be a modifier applied to your rhethoric abilities, and those shouldn't apply to every person you speak to (as not everyone might know you well enough). Unless you are dealing with omniscient zealots who wouldn't listen to ou in the first place, it should not by any means determine the conversation outcome alone. Moreover, this kind of system can create feedback loops when your previous actions of certain morality (and lack of those of the opposite morality) lock you out of actions of opposite morality literally forcing you down a certain path. Even the TES series have skill trainers to allow for adjustments without in-game practice.
Ultimately, your reputation and morality's influence is best applied on a case by case basis and should be similar to that of your class and background.

So, the first alternative way to handle persuasion is the trueand tried skills. This is obviously the way things were handled in ME1 with the exception of the nasty but mostly bearable bias-based skill caps. Their obvious advantage is the freedom of choice in development and natural incorporation into the character advancement system.
The disadvantages exist as well, of course. First of all, in the Mass Effect series as well as most other RPGs, persuasion skills can be quite overpowered. So overpowered, in fact, that players who are not fond of failure may say that they simply have to be taken in order to enjoy the game fully. This can be fine-tuned, but it is indeed difficult and more applicable to more generic RPGs with lots of other non-combat skills (New Vegas seems to be a reasonable recent example, even being relatively combat heavy).
Secondly, while this approach is my favorite (perhaps even the only acceptable one) in the aforementioned more generic RPGs, Mass Effect games aren't those. They have been called "role playing shooters" for a reason: persuasion is pretty much, the only adjustable non-combat ability in ME2 while in ME1 those abilities were tied to combat skills anyway. This, combined with the first point, is the reason why a significant amount of people preferred the bias-based system: it allows variable persuasion without necessarily taking away any combat abilities.

The second alternative has been seen in ME2 as well: it's combining persuasion with some combat skills. The advantage for a combat-centered game is that, of course, you don't have to sacrifice any combat abilities for the sake of persuasion. The disadvantage is that you are, of course, forced to take those combined skills if you want to be diplomatic even if you dislike their combat parts. So, my engineer had to become a mechanic because, apparently, demolishers didn't have rhethoric courses in their curriculum. Personally, I don't find this solution very appealing.

Another way to handle this is similar to Alpha Protocol: open up all the possibilities but make different characters susceptible to different approaches. This again enables persuasion without using any skills but makes people very inclined to reload and exhaust all the options until they get a satisfying result. Alpha Protocol addressed this rather controversially with timed decisions and forced save overwrites. I would definitely not want to see something like this in ME3 and I don't really know how to fix this otherwise at the moment. Perhaps, time will tell.

Finally, that last suggestion I mentioned earlier. So, if persuasion is so important, irreplaceable and even diversified, why not just give it regular increases every few levels, like perks in S.P.E.C.I.A.L. The player would then have a choice to apply those increases to charm, intimidation or, optionally, convert them to combat ability points or have both skills increase at the expense of those points. Note that while it raises similar problems to those created by a skill system, the situation here is quite different: in the first case you already have a persuasive abilities and sacrifice them in favor of combat (perhaps, you are roleplaying a character with some behavioral deviations?). In the second case you are getting improved diplomatic abilities that should only help you play a certain specific way and are not required for full game enjoyment.
Of course, this method also has significant flaws. Problem is, it favors people who specialize in a single skill and can lead to disasterous practical implementations combining the worst parts of both systems if, for example, uncapped linear level-based scaling is used for the difficulty of the cheks. In this case people who split the increases evenly might find themselves failing most checks and unable to compensate in time as difficulty rises with their levels. This is, however, partially adjustable.

Of course this list is by no means complete (note that I intentionally left out systems that enhance the bias-based one, such as having a persuasion skill boost your morality grades) and other alternatives could be useful, if only for some potintially harmless philosophical theorization or, perhaps, even some influence on some future games in the series.

As for me, I would still prefer the "tried and true" skill system with no bias-based caps whatsoever and a well-balanced influence of persuasion on the game events.
 

Modifié par xentar, 18 juin 2011 - 06:17 .


#2
Guest_Montezuma IV_*

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That was sooooooooo long. I just read the main point, sorry.

Anyway....they're probably going to keep the "paragon and renegade" persuasion techniques.

#3
xentar

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Montezuma IV wrote...
That was sooooooooo long. I just read the main point, sorry.

Well, this is why I decided to split the whole text into more manageable parts.

Modifié par xentar, 18 juin 2011 - 07:42 .


#4
HogarthHughes 3

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I like the current system, though it could use some tweaking. As it is, a player looking to get all possible charm or intimidate options unlocked pretty much needs to do missions in a general order. The hard charm/intimidate checks progressively getting harder and harder throughout the game is not a good a thing and constricts player choice based on nothing more than arbitrary number checks (it encourages players to do the missions with harder checks first). That said, I'm not really sure how they can alleviate this without simply making the charm/intimidate checks easier to pass.

What the paragon/renegade system does that I find appealing is how it coincides with the personality of Shepard. As you said, the reputation of Shepard can't possibly be known by everyone and just doesn't work in every situation. What is generally consistent however is Shepards personality. There is still plenty of room for deviation from the paragon or renegade path without barring yourself access to the supreme red/blue dialogue options. The current system incentivizes sticking to your guns most of the time. It makes sense that a Shepard who is almost always nice and forgiving to just about everyone wouldn't go into an angry tirade, at least not when there is a perfectly good alternative that is more suited to his character.

I don't think there should be a choice between combat and persuasiveness when it comes to passive talents. It would be better if it were instead between power damage and power recharge time, weapon damage and weapon accuracy and stuff like that. The persuasive ability of a character shouldn't be tied to any kind of stat gained simply by leveling up. It makes perfect sense as is: A jerk who has no time for BS and is quick to pull a gun would be better at intimidating people than someone who is almost always compassionate and understanding. This obviously isn't always the case and people who are very charming normally can be very scary when they need to be, but for Shepard it fits.  Of course the blue/red dialogue options go beyond just intimidating and charming, but they both have their own style.  The renegade and paragon path are their own distinct personalities, and while the player can tweak Shepard and micromanage each conversation, we don't have full control over who Shepard is.

Bioware has crafted two very broad personalities for Shepard, it is up to the player to fine tune them to their liking.  Of course, one could always try being extremely neutral and avoiding a large slant to either side, but as of yet there is no real middle path.

Modifié par HogarthHughes 3, 18 juin 2011 - 08:29 .


#5
xentar

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HogarthHughes 3 wrote...
The persuasive ability of a character shouldn't be tied to any kind of stat gained simply by leveling up. It makes perfect sense as is: A jerk who has no time for BS and is quick to pull a gun would be better at intimidating people than someone who is almost always compassionate and understanding. This obviously isn't always the case and people who are very charming normally can be very scary when they need to be, but for Shepard it fits..

Is there some canon stating that Shepard has a single-minded personality? In my experience, Mass Effect games aren't yet JRPGs where you just watch the story rather than be a part of it. Normally diplomatic but reasonably threatening when necessary is what I would like to be. You know, try to intimidate a person, fail the check, perhaps, due to being "normally too diplomatic", back the threat with some surprise penectomy... ME2 simply does not give you the opportunity to even try to threaten people after some point, it just says: sorry, you are too paragon to even attempt that.

HogarthHughes 3 wrote...
Bioware has crafted two very broad personalities for Shepard, it is up to the player to fine tune them to their liking.  Of course, one could always try being extremely neutral and avoiding a large slant to either side, but as of yet there is no real middle path.

Should there really be fixed paths that we should follow and be punished for straying away from? Neutrality can be achieved by either apathy, a combination of opposite extremes or something else that neithe us nor the developers can predict at the moment.
Not to say we aren't going to see this, but, to be honest, I am not so fond of the idea of grading Shepard's personality based on adherence to arbitrary personality stereotypes. At least to some extent, players tend to make  decisions for the grades and not necessarily for their immediate needs this way.

Modifié par xentar, 18 juin 2011 - 10:13 .


#6
Lumikki

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No thanks for persuation skill, this has been talked many times. Some people supports it and some don't.

I don't support it because it creates short cut in dialogs for player to get what they wants. Basicly it lowers the meaning of dialog consequence. Persuation has only one purpose, to give player what player wants. This creates one dimentional character where all metagamers can get the best choise in dialogs every time. Point been people seem to accept choises and consequence when they are what they want, but they have hard time to accept when npcs doesn't do what player want. Persuation is about change that, just flip the npcs personality and bypass it so that player get what they want.

#7
Smeelia

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Lumikki wrote...

No thanks for persuation skill, this has been talked many times. Some people supports it and some don't.

I don't support it because it creates short cut in dialogs for player to get what they wants. Basicly it lowers the meaning of dialog consequence. Persuation has only one purpose, to give player what player wants. This creates one dimentional character where all metagamers can get the best choise in dialogs every time. Point been people seem to accept choises and consequence when they are what they want, but they have hard time to accept when npcs doesn't do what player want. Persuation is about change that, just flip the npcs personality and bypass it so that player get what they want.

You don't get to use persuasion all of the time and for the most part it doesn't make drastic changes to the difficulty of the game, nor does it make you "win" missions.  You can still complete every mission without using persuasion, often with comparable results and even if you have the persuasion option available you can still choose not to use it if you want to roleplay that way.

I think persuasion is a big part of Commander Shepard's character, getting people to do what is needed and to work with Shepard plays a significant role.  Shepard having persuasion makes perfect sense, it's all part of the amazing leadership abilities that other characters make reference to.  It also serves as a kind of "reflection" of what the Reapers do with indoctrination, Shepard isn't exactly mind controlling people but can sometimes influence them at least. 

I prefer the ME1 system of spending skill points on persuasion (that seems to be kind of coming back, since you can choose to upgrade your class skill in persuasion specifically), I don't really like the skills being tied to your "Morality" meter (which unfortunately also seems to be coming back) since I prefer flexibility in how my characters approach each situation.  If the choice was between maximum persuasion for everyone or no persuasion at all then I'd definately go with maximum persuasion.  In my view, it's better to have the option and anyone who doesn't want to use it doesn't have to (while having no option means that people that do want it can't get it at all).

#8
Mann42

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I do not like or support skill point based intimidate/charm skills. I think it cheapens your interactions and role playing by reducing the most difficult moments to pumping points into a skill. 

I liked the premise of ME2's system, in that your previous actions spoke to your ability to intimidate or charm people. While I agree that not everyone will know your exact actions, you are Commander Shepard, and it does make sense for your reputation and tales of your actions to preceed you. 

What you do should influence how people see you and react to you, and I'd love if it were more complicated and opaque than just Paragon or Renegade points, but I think that's the simplification we're stuck with. But no skills, please.

Also, I think that all persuasion options should be available all the time, but if you're an 80% Paragon Shepard trying to use an option that is clearly a form of intimidation, you should fail and the target should respond appropriately: "Bull****, Shepard. Everyone knows you're not the type to the blow my head off when I'm unarmed and tied down."

Modifié par nexworks, 18 juin 2011 - 03:35 .


#9
Smeelia

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nexworks wrote...

I do not like or support skill point based intimidate/charm skills. I think it cheapens your interactions and role playing by reducing the most difficult moments to pumping points into a skill.

You could argue the opposite, the only reason your character can use persuasion is because they have that ability (by putting points into it in gameplay terms).  Similarly, if you're a Mage specialised in Fire magic that's what you're going to use the most with your skill points representing how much practice you've done (or natural ability you have) with it.

I suppose they could improve it by making persuasion one skill and having Charm, Intimidate and possibly other types (Reason maybe) then you have to pick the one you think is most likely to work on that person.  This would act as a kind of replacement for using combat skills (having Fire Magic doesn't automatically kill enemies with Fire in most cases, it still takes some effort to apply the skill correctly).

nexworks wrote...

Also, I think that all persuasion options should be available all the time, but if you're an 80% Paragon Shepard trying to use an option that is clearly a form of intimidation, you should fail and the target should respond appropriately: "Bull****, Shepard. Everyone knows you're not the type to the blow my head off when I'm unarmed and tied down."

I don't know, it's not always a good idea to rely on someone's reputation and there's always going to be nagging doubt in the back of your mind.  It's maybe not a good idea to rely on what other people have said when you're the one putting your life on the line and something else you know about Shepard is that they're a Spectre (or at least possibly an undead outlaw) and that they probably could shoot you and get away with it.  The skill system means that someone who has practiced and gained skill is able to make their "act" convincing even if they wouldn't really shoot you.  Shepard could say something like "maybe everyone else is smart enough to cooperate so I don't have to blow their heads off" (okay, so maybe I don't have persuasion skill but you get the idea I hope).

Modifié par Smeelia, 18 juin 2011 - 04:04 .


#10
KainrycKarr

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non-combat skills work best in open-world games like fallout and oblivion, where many fights can be completely avoided.

Combat is all but unavoidable in the ME games, and there arent any crafting-type features(besides weapon modding, which you buy, not create).

There's just not a lot of room for non-combat skills, and I actually like the method of building a personality based off of previous dialogue choices.

#11
Guitar-Hero

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Whatever they do, they shouldn't return to the way they did it in ME2, i loved the game but this system is punishing players who preferes to play the game set on a grayscale as opposed to black/white.

#12
onelifecrisis

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OP, I agree with your complaint, but your suggestions... TL;DR.

IMO they should just remove charm and intimidate. Aside from the problems you mentioned, both are guaranteed successes, and that in itself sucks. We should not know the outcome of an exchange before it's even happened.

#13
Images

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I'm in support of the points system for diplomacy rather than the paragon and renegade. I felt that having to put points into it made you have to sacrifice points in your combat abilities. This I actually liked! Because it defined the type of officer you were, a Picard or a Kirk so to speak.

I asked Casey Hudson about this in my Q&A vid (sailor hat guy) but though he was polite he kinda ducked out answering it :)

Cheeky monkey.

#14
xentar

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Images wrote...

I asked Casey Hudson about this in my Q&A vid (sailor hat guy) but though he was polite he kinda ducked out answering it :)

Cheeky monkey.

So, that lack of information could be intentional? Interesting.

#15
Smeelia

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onelifecrisis wrote...

IMO they should just remove charm and intimidate. Aside from the problems you mentioned, both are guaranteed successes, and that in itself sucks. We should not know the outcome of an exchange before it's even happened.

In fairness though, persuasion tends to give different outcomes but you can always still succeed without it.  It doesn't really let you skip too much fighting either, especially in ME2 (while in ME1 you need to invest in it to get it and, as a result, are weaker when combat is unavoidable).

Another way they could try and make it a "challenge" of sorts would be to have a persuasion section when available and have it contain several different responses but only have one (or two) actually result in success (and you have to guess based on what you think the character will respond to).  You could still load up if you get it wrong but that's no different to loading up when you die in combat really (and at least failing a persuasion can be kept, by those that prefer to play that way, while dying in combat doesn't usually work to progress the story).  To take it further and make it into a skill they could simply have a skill bar and have persuasion available only if you're skilled enough for that person.  Alternatively, they could add optional bonuses (especially if you have "evolved" persuasion options) that allow you to eliminate incorrect responses or get an insight into the character of the person as a clue.

#16
Images

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xentar wrote...

Images wrote...

I asked Casey Hudson about this in my Q&A vid (sailor hat guy) but though he was polite he kinda ducked out answering it :)

Cheeky monkey.

So, that lack of information could be intentional? Interesting.


Naaah he did kind of go on about paragon and renegade were VERY important to the series so I'm pretty certain they're sticking with it. The skill trees we've seen haven't shown a difference either.

#17
xentar

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Images wrote...

Naaah he did kind of go on about paragon and renegade were VERY important to the series so I'm pretty certain they're sticking with it. The skill trees we've seen haven't shown a difference either.

Well, intentional in that there is nothing new to tell us...