Dean_the_Young wrote...
Part of the problem is on the player's part as well, however. Many players don't actually want to stick to any alignment: they call themselves lawful good, but then proceed to be neither lawful nor particularly good. They just like the title.
There's definitely responsibility on the part of the player to stick to their alignment, but I've often seen it lead to confusion as well. For example, what might a player do if a scenario presents them with no clear good path? Games like KotOR solved this by rarely (if ever) placing the player in a scenario where a moral conflict might occur. A good action always led to the best result for npcs and evil action always led to the best results for the player. But when no perfect world scenario exists, as in some cases with DA:O, it becomes substantially more difficult to account for what a good solution might involve.
Alignment-restrictions do have a place for anything that's supposed to be unique to exceptional people. It's always a tradeoff no matter what you do, but there's a very real case for it. Compare it to, say, speach checks: those can be so broken and overpowered mechanics that someone with enough charisma can simply break a game by buffing their speach checks. Tying persuasive ability to a consistent tone of character does factor in reputation and remove the abuse of a neutral, open-ended stat.
Agreed on persuasion checks. They're another pet peeve of mine. I like the idea of having non-combat options to solve quest-lines, the problem is that the combat approach is almost invariably more in-depth.
Planescape: Torment, great as it is, is a perfect example. Design a combat-centric character and you have a game filled with stats, party-based gameplay, and strategy/tactics. Design a character with a high intelligence/charisma...and you basically get "I win" dialogue options, which is anti-climactic.
I'm comfortable with tying the persuasion into the intimidate/charm abilities, which does factor in the tone. I'm just not certain how important the actual paragon/renegade meters are, since most persuasion ability came from stats anyway (at least in ME1).
Modifié par Il Divo, 10 janvier 2012 - 05:41 .





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