Sidney wrote...
Kasai666 wrote...
OR you can use the CASIE. Even then, its not always an option. They should make dialogue in ME3 like DX:HR, where you actually need to THINK about waht you pick.
In some cases, the manipulation in DX, that works but a lot of the ME2 dialog isn't persuasion or outcome oriented it is about character definition. The problem is most of the people here are, like you, trying to not role play a character but game a system to get the "best" outcome. That's really not all that important to me. Jensen doesn't seem to be a coherent character because his dialog options are usually missing any sense of an option I'd want based on how I role played a previous option. They disconnected puzzles to be solved not build a character,
That's an interesting point - but I see things the other way around. I find the concept of a character that
always makes paragon or renegade decisions (what you are calling a consistent character), without ever giving any consideration to the alternative, to be incredibly unrealistic and immersion breaking.
There are nice people and mean people out there, and neither type always sticks to their stereotype.
I personally, in real life,
do not go into a conversation with somebody, and think, what should I say, that is consistent with my historical responses to these types of conversations? Do you?
I evaluate each and every conversation separately, based on the information that I have at the time. Regardless of my Shepard being a paragon more often than not, I
always kill Balak in Bring Down the Sky, and let the hostages die. The risk of letting him go, is simply too great.
IMO,
that is the essence of roleplaying. Putting yourself into your characters shoes at the moment of a decision, and making it. Deciding from the outset that you as the player, want to develop a 'nice guy' who is consistent with all of his/her decisions, is not so much roleplaying, as it is meta-gaming.