I hope I got the qoute right anyhow, in an RPG "fake" choice as you call it matters. That is the essence of delivering a satisfying RPG which is what the series started out as and why so many of us are now dissatisfied. see the below:Luc0s wrote...
The difference with ME3 is that all those "fake choices" are now gone. They're just auto-dialogue now. So our influence SEEMS less, but it really isn't.
ME1 was a space opera RPG. Although you begin with a prenamed character you are still the person who decides his beginning which provides his motives and his moral compass. these don't even necessarily have to match, i.e. a renegade sounding background may not necessarily produce a renegade shepard. we are given the option of renaming our shepards, to provide us with deeper identification, we are allowed to craft their visage and their specialties. everything in ME1 from the way we respond to the world around us to the conversations our choice for squadmates helps create certain shepards in each of our heads. this is true RPG - it is as much character building as rolling a d&d dice. because even if our shepards share a name, my shepard is my shepard.
this is entirely broken by me3. it is obvious that the writers were no longer looking to encompass every situational strand simply because of the lack of choices. instead of looking for ways to bring highly divergent characterizations of shepard into a single end - which is what was so successful about ME1 and ME2 - they pushed everyone into two basic molds Paragon and Renegad. and you are either sinking into the miasma of deperession or madness (Reaper Madness! lol) and my Shepards were always survivors whether they were big damn war heros or lone survivors





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