Whatever666343431431654324 wrote...
Now I'm not against that. Actually, I would be 100% for that. I'm always for more choice in roleplaying games, as long as the choice is meaningful.
Well, indeed. ME1 persuasion wasn't perfect but it still added a fun option for characters (without being a so called "I-win" button) and it didn't make anything worse whether you used it or not (you could even save Wrex without it).
The problem is that they dropped persuasion in ME2 and thus reduced the options (while leaving something that looked like persuasion but was really just an extra option that suddenly disappeared if you play a particular way).
Whatever666343431431654324 wrote...
I'm simply arguing that its possible to roleplay the game and accomplish everything without worrying about metagaming. Sure, there is a greater chance of some negative consequences.
For some people, part of the problem is the implication that they've been "playing the game wrong" when the options suddenly vanish due to their roleplaying(which I expect is unintentional).
Whatever666343431431654324 wrote...
I've had roleplay runthroughs. They work quite well, I don't miss out on anything and it was fun to play. Again, I still don't really like the system. Having the magic text out there makes people feel like they have to pursue it or they miss out on something, which is simply not the case.
Basically, I think it would be better if they removed the persuasion altogether or made something that really was about player choice (which at least the ME1 system mostly had). Since persuasion existed in ME1, it's not really unreasonable to expect it in ME2.
Modifié par Smeelia, 23 juin 2011 - 03:16 .