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Paragon/Renegade: When the game plays YOU.


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#76
AdmiralCheez

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Ieldra2 wrote...

I don't find it brilliant. To me it was a promise betrayed. I never wanted to play a one-sided character and I never let the game suck me into doing that. I did play the min-maxing game but on both sides and only for a time, and none of my characters have more then 25% difference between their Paragon and Renegade scales. I just timed my missions so that choices were maximized.

Instead, I resent that the game makes my preferred playstyle so hard to realize, and I feel betrayed because the universe promised moral ambiguity but mostly didn't deliver. Instead, we have Paragon favoritism at every turn, though I have some hope that might change somewhat in ME3 after all the complaints.

While I'm at it: you should always be able to attempt a persuasion. The system should only determine if you succeed. Railing at the Admiralty Board with the Renegade persuade at Tali's trial was so very much in character for several of my Shepards, I wish I always had that option. My reputation may not be badass enough to succeed, but that doesn't matter as much as being able to say what I want.

I've never really had a problem with options being grayed out when I needed them.  Well, once in ME1 (Toombs, but I just reloaded and did the mission later), and once in LotSB (so I shot the hostage instead, which was just as good).

Maybe "brilliant" was the wrong word.  "Interesting" I guess is more like it.  It's a source of tension for the player, a little extra challenge that probably wasn't intended to be there.

I have yet to encounter any blatant paragon favoritism.

#77
mineralica

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Always make 1 paragon and 1 renegade run at the beginning to feel what corresponding dialogue options are about, then before each playthrough I go little dirty metagaming.

It starts rather innocently - determining Shepard's views and personality.

Second part - missions s/he has strong opinion about and which choices are unevitable to take (no way "I said DISCIPLINE!" and "mission comes first" renegade will save Morinth even if it's renegade choice. No way paragon colonist who is rather bitter about batarians will let ones on Mordin's recruitment survive, even if it's paragon choice).

Then, if character isn't going to be pure paragon or pure renegade, the music starts. All the missions where character is going to be pure para/ren would be made earlier than "mixed" one. Mission current Shepard hasn't got strong opinion about might just be determined by Shepard's morality - all of this just to get enough points to several critical moments.

Paragon/Renegade system affecting playthrough? Very much so.

#78
Firesteel

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I think ME1's skill system for it was better, as it allowed you to pick how you wanted to persuade people, and still allow you to either be a nice guy or a badass in regular conversation. However, I do agree with one of smudboy's points from one of his videos about the direction paragon and renegade took, instead of being literally your tone and attitude, it should only factor in when looking at big picture things, like the rachni, you can either commit genocide, the safe option (renegade), or allow them to go free, the idealistic option (paragon), making it more idealist vs. realist, than good vs. evil.

#79
Xilizhra

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No way paragon colonist who is rather bitter about batarians will let ones on Mordin's recruitment survive, even if it's paragon choice).

Erm, what? My Colonist Shepard does, though I suppose she's not bitter about all batarians... she exorcised some of those demons in the Blitz, I suspect.

#80
Golden Owl

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Hellbound555 wrote...

do you guys think shepard's ever been paragon charmed or renegade intimidated by a character? its not like our fourth wall perception reaches the other characters.

like that one time in mordin's mission, when you want to destroy the phage cure research but then he says it might be useful in the future. was that a speech check for mordin to us?


I really liked that element....Shep being a big enough man to listen to and consider another's opinion enough so that he re-evalutes his own perception and can in fact change his mind.

#81
shiftylookingspacecow

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Well played, BioWare

#82
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Paragon/Renegade: When the game doesn't affect how you play.

#83
Golden Owl

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Xilizhra wrote...

No way paragon colonist who is rather bitter about batarians will let ones on Mordin's recruitment survive, even if it's paragon choice).

Erm, what? My Colonist Shepard does, though I suppose she's not bitter about all batarians... she exorcised some of those demons in the Blitz, I suspect.


Um...why? And Shep is only as bitter as the player chooses to make him/her.

#84
Sebby

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Hellbound555 wrote...

do you guys think shepard's ever been paragon charmed or renegade intimidated by a character? its not like our fourth wall perception reaches the other characters.

like that one time in mordin's mission, when you want to destroy the phage cure research but then he says it might be useful in the future. was that a speech check for mordin to us?


My Shepard was talk-jutsu-ed into keeping the collector base by TIM in my first playthrough.

#85
Xilizhra

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Golden Owl wrote...

Xilizhra wrote...

No way paragon colonist who is rather bitter about batarians will let ones on Mordin's recruitment survive, even if it's paragon choice).

Erm, what? My Colonist Shepard does, though I suppose she's not bitter about all batarians... she exorcised some of those demons in the Blitz, I suspect.


Um...why? And Shep is only as bitter as the player chooses to make him/her.

Why what?

#86
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Gotta say, i disagree with you about it being awesome. For a game being based on choice, it punishes you for doing just that, playing it how you want!

Take ME2 for example, when your crew start falling out, if you have'nt got full Para or Rene points you insta-fail and have to sacrifice one of 'em in the suicide mission.
It would of been better if it was just down to how much "karma" you had gained with each character(taken them on missions, spoke with them, etc).

Atleast that way you could still play the game anyway you choose, and still have a chance of keeping them alive.

Plus, playing pure Para or Rene is boring

#87
Gibb_Shepard

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AdmiralCheez wrote...

inb4 Soviet Russia

So, you know how most major decisions in the game are split into paragon and renegade?  And you know how you have to accumulate points in one or the other in order to pass specific persuasion checks?

Well, duh.  You play Mass Effect, don't you?

Anyway, a lot of people complain that it's silly to divide everything into two categories, even sillier to give you points for choosing those categories, and downright absurd to have to keep getting points in order to select certain conversation options.  And you know what?  It kind of is.  But there are design limitations in videogames such as these, and that sort of thing is ultimately subjective anyway.

However, that's not the point.  The point is that this system has created a special sort of beast that may or may not have been intentional.  This beast is one that gets in your head and messes with you, adding a psychological challenge that, once you realize it's there, is just as fun as the rest of the game.

See, the system is classic positive reinforcement.  Do this, and get rewarded.  Punch that guy, and get badass points.  Even better, these points can be used to bypass certain obstacles that would normally give you a headache, such as having to pick sides in an argument or grit your teeth through a boss fight.  In fact, since several points in the game virtually require you have a certain amount, they're more like currency than a stat boost.

That's right.  You are being paid to behave in a certain way.

So after testing the waters a little bit, most people pick a side they feel more comfortable with and stick with it.  People who would rather be calm, kind, and principled go paragon, and people who would rather be practical, badass, and less trusting go renegade.  Easy enough.

But as you play more and more to one side in order to get more and more "money," you may start to notice that the paragon/renegade's thought patterns are different from yours.  You may come across a decision you disagree with, or perhaps there's a line of dialogue that just seems stupid.

At this point, you have a choice: either sacrifice your next "paycheck" to do what feels right, or grit your teeth, go for your usual flavor, and snatch up the points you know you'll probably need later.  However, because you've been choosing similar responses over and over, you've been conditioning yourself into thinking that a certain behavior is "correct."  Because your moral alignment of choice has been rewarding you so far, part of you starts to feel like the other side is inherently less desirable.

"Wait a sec," you ask yourself, "if I go paragon/renegade on this, does that mean I'm being a sissy/douchebag?"

The game, by offering you a reward for picking a side, has suckered you into thinking in black-and-white terms.  Additional reinforcement is gained by watching your Shepard act out your decisions, and suddenly you find yourself inwardly (or outwardly if you're a BSN regular) justifying your side while bashing the other.

In a game like Mass Effect, where you are constantly being reminded by various characters and events not to fall into a single way of thinking or give into snap judgments or generalizations, you are being rewarded for doing just that.

Whether intentional or not, I think that's absolutely brilliant.  It's the ultimate sucker punch and a great way to sneak a psychological lesson into a videogame.

(lol playin a vidya gaem maed me smarturr)


You're looking way too far into it. When roleplaying, which i'm not sure you do, having to constantly consider meta-gaming elements just so your character can say "Stop" to jack and miranda is the ultimate pain in the ass. There's nothing psychological about it; it's just a pain in the ass. 

Traditional RPG's have always allowed you to allocate points into persuasion, and there is a reason they have always done this.

#88
Golden Owl

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Xilizhra wrote...

Golden Owl wrote...

Xilizhra wrote...

No way paragon colonist who is rather bitter about batarians will let ones on Mordin's recruitment survive, even if it's paragon choice).

Erm, what? My Colonist Shepard does, though I suppose she's not bitter about all batarians... she exorcised some of those demons in the Blitz, I suspect.


Um...why? And Shep is only as bitter as the player chooses to make him/her.

Why what?

?...:huh:...I was referring to the post you were referring to, not your own....^_^

#89
azerSheppard

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Gibb_Shepard wrote...
You're looking way too far into it. When roleplaying, which i'm not sure you do, having to constantly consider meta-gaming elements just so your character can say "Stop" to jack and miranda is the ultimate pain in the ass. There's nothing psychological about it; it's just a pain in the ass. 

Traditional RPG's have always allowed you to allocate points into persuasion, and there is a reason they have always done this.

Ok so let's go back to turnbased RPG's, doing virtual dicerolls to gets teh crit. I mean really, there is a reason why we want to move past all that, the only reason the persuasion skill remained the way it was, was due to lack of ingenuity.

DA2 in this regard is a pioneer, the only thing i liked about it was the removal of the persuasion skill. The only thing that should help you persuade someone should be your actions.

#90
Sebby

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azerSheppard wrote...

Gibb_Shepard wrote...
You're looking way too far into it. When roleplaying, which i'm not sure you do, having to constantly consider meta-gaming elements just so your character can say "Stop" to jack and miranda is the ultimate pain in the ass. There's nothing psychological about it; it's just a pain in the ass. 

Traditional RPG's have always allowed you to allocate points into persuasion, and there is a reason they have always done this.

Ok so let's go back to turnbased RPG's, doing virtual dicerolls to gets teh crit. I mean really, there is a reason why we want to move past all that, the only reason the persuasion skill remained the way it was, was due to lack of ingenuity.

DA2 in this regard is a pioneer, the only thing i liked about it was the removal of the persuasion skill. The only thing that should help you persuade someone should be your actions.


Indeed, the ME1 system was just as bad as ME2's. It's freaking asinine to juggle points between some dopey talk-jutsu skill and abilities that help me fight enemies.

#91
Labrev

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My problem is, that system is both immersion-breaking and basically punishes the player that doesn't metagame.

If you've got a big decision to make and you're stuck wondering if you should do this/that so you can have a high enough score to settle a catfight later, then that's stupid because you're not making the decision the way a normal person would go about thinking about it, you are thinking about something in the future that will be determined by the mechanics of the game (metagaming).

#92
Kaiser Shepard

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azerSheppard wrote...

Gibb_Shepard wrote...
You're looking way too far into it. When roleplaying, which i'm not sure you do, having to constantly consider meta-gaming elements just so your character can say "Stop" to jack and miranda is the ultimate pain in the ass. There's nothing psychological about it; it's just a pain in the ass. 

Traditional RPG's have always allowed you to allocate points into persuasion, and there is a reason they have always done this.

Ok so let's go back to turnbased RPG's, doing virtual dicerolls to gets teh crit. I mean really, there is a reason why we want to move past all that, the only reason the persuasion skill remained the way it was, was due to lack of ingenuity.

DA2 in this regard is a pioneer, the only thing i liked about it was the removal of the persuasion skill. The only thing that should help you persuade someone should be your actions.

Say what now? I agree that the archaic persuasion system should be updated, but DA2 is about the last game I'd use as an example of how it should be done: there were very little choices the player was allowed to make in that game, and even then the ability to make those few was still governed by a now literally invisible morality system.

#93
DamnThoseDisplayNames

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Good thing that blue-red suckage ends with ME3. Polarized alignment system made sense only in KOTOR, where it should have stayed.

#94
AdmiralCheez

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luk4s3d wrote...

Gotta say, i disagree with you about it being awesome. For a game being based on choice, it punishes you for doing just that, playing it how you want!

Take ME2 for example, when your crew start falling out, if you have'nt got full Para or Rene points you insta-fail and have to sacrifice one of 'em in the suicide mission.
It would of been better if it was just down to how much "karma" you had gained with each character(taken them on missions, spoke with them, etc).

Atleast that way you could still play the game anyway you choose, and still have a chance of keeping them alive.

Plus, playing pure Para or Rene is boring

I didn't really mean that the system itself is awesome (in fact, it's flawed as hell).  What I meant is that the unintentional psychological consequences are kind of fun.  By rewarding you for sticking to one side of the wheel and punishing you when you don't, the game starts to condition you into thinking more like a paragon/renegade, to the point where you might try to justify decisions that, normally, you wouldn't make.

"It's the paragon choice, so it must be the right thing to do."
"It's the renegade choice, so it must be the smart thing to do."

PS: I hack the game all the time to max my points ASAP.

#95
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luk4s3d wrote...
Take ME2 for example, when your crew start falling out, if you have'nt got full Para or Rene points you insta-fail and have to sacrifice one of 'em in the suicide mission.

Your example isn't always true.

Modifié par jreezy, 10 septembre 2011 - 02:09 .


#96
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AdmiralCheez wrote...

luk4s3d wrote...

Gotta say, i disagree with you about it being awesome. For a game being based on choice, it punishes you for doing just that, playing it how you want!

Take ME2 for example, when your crew start falling out, if you have'nt got full Para or Rene points you insta-fail and have to sacrifice one of 'em in the suicide mission.
It would of been better if it was just down to how much "karma" you had gained with each character(taken them on missions, spoke with them, etc).

Atleast that way you could still play the game anyway you choose, and still have a chance of keeping them alive.

Plus, playing pure Para or Rene is boring

I didn't really mean that the system itself is awesome (in fact, it's flawed as hell).  What I meant is that the unintentional psychological consequences are kind of fun.  By rewarding you for sticking to one side of the wheel and punishing you when you don't, the game starts to condition you into thinking more like a paragon/renegade, to the point where you might try to justify decisions that, normally, you wouldn't make.

"It's the paragon choice, so it must be the right thing to do."
"It's the renegade choice, so it must be the smart thing to do."

PS: I hack the game all the time to max my points ASAP.


I see what you mean, and i think it is intentionl by BW. I mean your points that you acquire act as your reputation, the more good/evil that you do the more people will here about it. 

I just dont think it works al that well, in terms of gameplay.

#97
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jreezy wrote...

luk4s3d wrote...
Take ME2 for example, when your crew start falling out, if you have'nt got full Para or Rene points you insta-fail and have to sacrifice one of 'em in the suicide mission.

Your example isn't always true.


I know, it's a simplistic example to get my point across.

#98
Gibb_Shepard

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azerSheppard wrote...

Gibb_Shepard wrote...
You're looking way too far into it. When roleplaying, which i'm not sure you do, having to constantly consider meta-gaming elements just so your character can say "Stop" to jack and miranda is the ultimate pain in the ass. There's nothing psychological about it; it's just a pain in the ass. 

Traditional RPG's have always allowed you to allocate points into persuasion, and there is a reason they have always done this.

Ok so let's go back to turnbased RPG's, doing virtual dicerolls to gets teh crit. I mean really, there is a reason why we want to move past all that, the only reason the persuasion skill remained the way it was, was due to lack of ingenuity.

DA2 in this regard is a pioneer, the only thing i liked about it was the removal of the persuasion skill. The only thing that should help you persuade someone should be your actions.


No, the reason it stayed is because it worked. The fact that you think DA2's system was even remotely good speaks volumes of your sense when it comes to broken and working mechanics.

#99
wizardryforever

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This problem is a little more complex.  Much of the griping about the system comes from people wanting more freedom than can reasonably be expected in a videogame.  In D&D, if you make a good character who consistently acts against alignment by doing evil or at least morally dubious things and no "good" acts will get called out by the DM.  "You're acting too much against alignment.  Your alignment is now neutral."  The player may whine, but the DM is right.  You don't define your character one way and then act contrary to it on a consistent basis.  The problem with ME's system is that it only recognizes two different alignments, essentially.  And its definition of what's Paragon or Renegade does not necessarily match yours (that's probably why Bioware used something other than good/evil).  And the game can't take all possible intents into account.  It can't know why you did something.  You can't reason with your console/PC like you could a DM.

If this was PnP, you could indulge yourself in shades of grey as much as your gaming group wanted.  But it isn't.  It's a static system with a limited number of variables that can't possibly account for everything.  That said, it does its job fairly well.  It enforces character consistency along the two archetypes that it recognizes (it is likely too difficult to program it to fully recognize Paragade and Renegon playstyles as archetypes).  Failure to recognize the limitations of the facts of it being a videogame tend to cause grief.

All in all, I agree but disagree with the OP.  Yes the game does reinforce you for making consistent choices along one morality, but that is not necessarily a bad thing.  Consistency is good, and it is still laughably easy to play against the grain so to speak and not pick options that seem stupid to you.  The game doesn't care much if you only do this a couple of times (like any good DM), it's when it becomes a habit that it's a problem.

#100
Quething

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A "roleplaying" game that only acknowledges two specific, limited, predefined, dev-determined roles as valid, and forces the player to remain consistent with those roles (which are not even actually consistent in the game itself - how does a Paragon feel about TIM? About whether Mordin's a murderer? About the Heretic rewrite?) or suffer story-damaging consequences, is not a successful one. If you can only play two different characters who make only two sets of opposing choices, how exactly is it a roleplaying game at all?

Think about this: Grey Siding in KotOR hinders your game both in your ability to perform in major story events and succeed at missions and in your ability to choose the dialogs and reactions that are appropriate to your character significantly less than running a NG+ paragade Shepard in ME2.

Something's badly wrong with that picture.

Modifié par Quething, 10 septembre 2011 - 05:08 .