@frypan
I'm interested to see that you liked the paragon interupts in LOTSB, and wouldnt mind knowing why. I found they dropped immersion, something osbornep notes about such a device in general. Coming out of the fight with the rogue Asari spectre, to be hit with three paragon interupts in a row just to continue the Liara romance felt a bit forced. Considering the implications, I was focussed on them and missed the chance to enjoy the confrontation between the two. However, Im a bit slow on the uptake which is why they break immersion so much.
The way I remember the scene (both playthroughs, neither having romanced Liara) it was a matter of getting her to slow down for a moment, to stop rushing from one confrontation to the next, to get some context on what and where and who and most importantly why. She was so grim and determined, and so eager to move on to the next objective, I appreciated the opportunity to ask her, essentially, "what the hell?"
Its also interesting to note your distaste for the paragade system. It certainly has limitations, but I struggle to think of a better system. While its shallow from a moral perspective, it beats the lack of any such system in games like Skyrim, or the absent morality of MMOs, where renegade style choices affect the enjoyment of real players. The Witcher was the only other kind of consequence based game I could think about, and I actually struggled with its lack of morality in the two main choices. I just recently found myself in a quest in Skyrim where I could drop the quest or was forced to do something evil for a Daedric prince. there was no option to go good once the quest appeared in the journal. I need my blue glowing signal up front sometimes!
I don't like morality systems, period. I like decisions with no clear right answer, or moral decisions where doing good has a cost. In
Bioshock, for example, the supposedly hard choice of whether or not to (quite essentially) kill little girls to better your own chance at survival was made trivial by the rewards bestowed upon you for, well, not killing little girls. It undermined the choice itself.
Or take the conversation system in
Deus Ex: Human Revolution. Much of the dialogue wasn't good or evil, but different perspectives on the central questions of the game. Other conversations were a form of combat, with dialogue order semi-randomized and the goal to figure out what the other person wants (or instead needs, in some cases) to hear.
The Heretic decision in ME2 was well-constructed, I think, precisely because of its abandonment of the usual paragade scale. As was the Genophage decision sequence in ME3, since there were so many variables and so much of it depended on not only your perspective, but the situational perspective of the other involved characters. Rannoch, on the other hand, had a discrete "good" option, clearly better than the others, which leads me to...
That said, I do like the option to go either good or bad in a certain situation, just like Seijin8. However I also like being constrained by the knowledge that my ultimate karmic place in the universe is being defined by such actions. As a power gamer, I like the chance to view it as a gameplay option that must be manipulated and chanelled for an optimum result.
The bolded part is the one I object to - not as a personal thing, mind you, but as an issue of game design. When a particular morality (any particular morality, frankly, good, bad, indifferent, or Mal Reynolds) becomes entrenched in and rewarded by the game, it becomes more difficult for players to use a more natural response scheme to decisions (as Hawk227 mentions with the difference between his intended moral balance and his mechanic-driven one, and the confines of which edisnooM notes in the final TIM scene). What are supposed to be
moral choices devolve into
mechanical ones. If I'm constructing a character, I don't want to craft the morality meter in the same fashion that I select my skills. That gives a perverse incentive to doing good, and undermines the purpose of difficult decisions in my eyes.
I suspect that in order to create a moral universe, games will continue on such a path as it is easier to administer than pure choice based administration of the game. Its also way better than the lack of morality in online play, which is why I'm bothered by such integration into a SP experience. The real world often lacks the epic battles of good vs evil that I so much enjoy in games, and while it can be fun sometimes (Dark Souls - drink!) much of gaming is escapsim for me - and that includes the artificiality of a clearly defined alignment graph type system.
Online play is a whole different beast. The emergent beauty of
EVE or
DayZ is predicated on allowing the full range of abilities for players to be absolute ****s to each other.
EDIT: Thanks for the paragon points osbornep.edisnooM and I scored some renegade points earlier for mentioning a taboo topic, and Drayfish needs a few after dissing Eurovision.
Ugh. Eurovision. If I hadn't been asleep while y'all were talking about it, I would've roasted its head on a spit.