Gibb_Shepard wrote...
Do you understand the concept of roleplaying? It doesn't matter if the dialogue is a choice between killing someone or letting them live, it's shaping your godamn character.
But i guess the majority of the ME fanbase don't roleplay anyway. May aswell get rid of that aspect.
The thing about Shepard though, is that Shepard isn't a character you create
completely from scratch. As far as personality goes, Shepard is someone you can influence to be a certain version of him or herself. It's been like that since ME1. For the most part, the dialogue options are all meant to fit into the same fundamental person e.g. if you play a paragon but then you suddenly do a renegade dialogue, it's not as though it seems so out of place that it sounds like the dialogue should belong to a fundamentally different character; if anything it sounds like para Shep was simply having a bad day (Jennifer Hale sort of explained it like this I think).
Anyway, with regards to the auto dialogue in the intro - I honestly think that's a lot to do with how practical it actually is to have dialogue options during cutscenes in which Shepard has to keep moving when he/she talks (Shepard and Anderson walking in a finitely long corridor in the middle of a cutscene which is carefully storyboarded to flow at a certain rate doesn't really make it easy to have dialogue options).