CannonLars wrote...
Renegade always seemed, as others have said, like a path to short term reward. It gives a small satisfaction when you defeat someone before you even fight, or confiscate something for yourself, but in the end, you get a hero's story with Paragon and it feels like an add up to goodness.
Actually it is the reverse in many situations. For instance: you sacrifice hostages for the long-term goal of preventing a terrorist's future activities (ME1 Balak). You kill the Rachi queen to prevent her from becoming a danger down the road.
As for "playing bad boy" - what those who complain about "Renegades wanting to get a hero's rewards for playing bad boy" don't get is that Renegades don't do these things just for no reason than to be bad. They do them because they think they're necessary for getting the best results. Now they may be sometimes wrong, but they shouldn't be always wrong in that.
To me, the main difference was always this:
(1) Paragons tend to value principles over results
(2) Renegades tend to value results over principles.
Which again, is not an absolute. Faced with the near-certainty of extinction, any Paragon who's not a complete idiot would use a Renegade option instead of running the risk of extinction. Thus: Arrival. And in a situation where there's nothing to be gained by killing someone or being cruel and everything to be gained by being nice, any Renegade who's not a complete idiot would choose the Paragon option. There are a few situations in ME2 where Renegades can be idiots, but that's not mainly what being Renegade is about.
What Paragon players often don't get: In the real world, anyone with any kind of real power will not get away without making the occasional Renegade-like decision, will not get away with never having to sacrifice a principle for a result, either to stay in power or to get *anything* done that's worth doing in the first place. Again: thus: Arrival. It removes the delusion that you can always get things done without having to make a really hard decision. Only it's not the player's decision because Bioware didn't want to present those Paragons who'd choose to ignore all this with a game over screen for making an idiotic choice.
In the real world, the Renegade-like philosophy is a valid one for the *sole* reason that it gets results, and usually gets them faster and more decisively than the Paragon-like. The only question is whether the result is worth the bad side effects. Sometimes it's not, sometimes it is. Sometimes people think it is but it isn't, sometimes people think it isn't but it would be. That's what I'd like the games to reflect.
Modifié par Ieldra2, 21 juin 2011 - 08:22 .