TheZyzyva wrote...
Have never given Veetor to Cerb, so I don't know the results of that, but it's not like letting the Quarians have him is a huge difference on the game. All it does is let you acquit Tali without having to give a 'gon or 'gade speech at the trial if you also saved Kal, if memory serves.
Veetor is mentally broken, Tali is (brielfy) pissed off at you, you've gotten the exact same intel either way, Veetor won't testify to defend Tali. Talking to the Quarian taking care of him suggests that Cerberus wasn't the ones who caused the mental breakdown.
Some more examples would help push your point.
Without going into any specific, I'll just mention the general idea that frequently happens.
You're (often) presented with two choices:
Abandon the mission to serve your morality.
Complete the mission by abandoning your morality.
End results often yield that regardless of choice, abandoning the mission doesn't punish those who've done it and morality remains intact. In these cases, one who's done the Renegade choice might feel a little iffed at the end result being the same
but worse.
This creates scenarios where metagame is often used, people
always want the best results and if they know they can save everybody by picking the Paragon choice, they'll rarely never pick it. The worst part is, killing the people is never mentioned either. All choices you've done which results in claiming other people's lives exist in a bubble.
You've saved Jim's life? He'll greet you and highfive you, mentioning that time you saved him and completed the mission and everything went well.
You killed Jim? Well, nothing. Nobody mentions it, it's like if Jim never existed at all.
Introducing cameos to the Renegade choice will result in a more reactive universe for those who've decided to play that way, it doesn't have to be anything really big. Some mourning mother asking why you killed her son? Makes it feel like you've done something and allows you to further expand your Renegade Shepard (you can show remorse or be dismissive for example). Similar to how Paragons can threaten people they've saved, be nice to them or whatever (which creates a deeper Shep).
In addition to this:
Introducing consequences to the Paragon choice (for example, not being able to claim Zaeed's loyalty by pointing a gun in his face) could lead to nobody being capable of saying to themselves "This is the right decision, the other one is for the experimental playthrough".