wizardryforever wrote...
Expecting a videogame, however well made, to account for all possible roles and reasons for decisions is just ludicrous. How many roles would you design for?
How about not designing for any roles
at all?
The
whole point of Paragon and Renegade being on separate meters was that they
weren't supposed to be a dichotomy. You were supposed to be able to create Sheps who were 99% paragon and did like one Renegade thing, or Sheps who were 50/50, or anywhere in between. One score was not supposed to impact the other. It was supposed to make
perfect sense to be able to say "my Shep is both Paragon
and Renegade."
There weren't supposed to be any "roles." Paragon was supposed to be a measure of how many careful, diplomatic, idealistic things you did; if you do enough, Hackett figures that you'd be a good person to negotiate a hostage situation. Renegade was supposed to be a measure of how many practical, risk-averse things you did; if you do enough, Hackett figures you'd be a good person to shoot a warlord in the face instead of granting absurd concessions.
There is no conflict between these two identities. It makes perfect sense to say "my character is risk-averse about some things, but idealistic about others." It makes perfect sense to say "my character is an assh*le in conversations, but her actions are compassionate, and thus the people around her trust her to be compassionate." It makes perfect sense to say "my character is a suave, polite, sweet-talker who could charm a miser out of his last coin, but it's all a mask for the fact that she doesn't really give a crap and she'd as soon shoot you as arrest you."
Those are not
inconsistent characters.
Well, except in ME2, for some idiot reason.
Edit: And as for checks being "needed" versus "helpful" - it's got nothing to do with the outcome. It's about the
choice. If you don't have a high enough morality score, your Shepard is an unprofessional idiot. Period. No leader worth ten seconds of obedience from her underlings
takes sides in an argument between crew. Greyside Shep probably does it twice. That's a serious story consequence.
ME1's system wasn't perfect, but it handled this a lot better. Take the Toombs encounter, for example. You go in, and you meet Toombs, and he wants to shoot Dr Wayne. If it's in-character for Shepard to want Wayne to live? You can play it that way; there's a white right-side option that takes Shep through an attempt to convince Toombs to chill. If it's in-character for Shepard to want Wayne to die? You can play it that way; there's a white right-side option that lets you tell Toombs to go right ahead.
Neither will resolve the situation
optimally; both result in Toombs' death, and you need points in Persuade skills to avert that consequence. But you can
try.
Modifié par Quething, 10 septembre 2011 - 06:59 .