sH0tgUn jUliA wrote...
I'm going to go you one further. I don't think they should give the player a running total of the paragon/renegade points. These points shouldn't be revealed until after the end of the game. Conversation choices? Call them something different. Maybe "flatter", "persuade", "persuade forcefully", "sarcastic", "intimidate", "be a complete ass". And on the para and ren interrupts, just make them a generic "interrupt". Changes things a bit.
Let the player actually role play for a change and not point play and metagame. Everyone metagames this. No one actually role plays. Not everyone can get Jack and Miranda to stand down. Not everyone can actually get Tali and Legion to come to an arrangement. It's not that simple. It shouldn't be that simple. Not anyone can choose to save both the Quarians and the Geth without metagaming.
The problem with RPGs is that the real RPG only works on the first playthrough without the walkthrough. After that or once you know the formula, it's a checklist anyway. At least without knowing what your percentage of para/ren is makes it a little more difficult
My choices do not exist in the dialogue presented on the Citadel. Shepard turns into a ****ing retard. That is not my Shepard up there. That is a broken stupid putz. My Shepard would have been point/counterpointing that insane little ****er to her last breath.
You can defend that ending all you want, but it has no defense. I value freedom. We have paid the price for freedom in blood. Did you not look around you in the ****ing game? What the hell were you shooting? Those were former people! And they were slaughtering us by the billions! And I have to make a choice? Yet another sacrifice for freedom because Mac Walters doesn't feel we sacrificed enough? We have to do this just to end the ****ing game? **** him and the horse he rode in on.
The EC changed nothing, my friend. It added a sugar coating to cover up the flaws, nothing more, and there are a ton of flaws remaining. With refusal at least I get to see a glimpse of Shepard, but it's for nothing because they decided "it's red, green, or blue, or it's nothing for you."
So to have an ending I can live with I have to play a ton of multi-player and on Rannoch... "Sorry Legion, I've seen the ending, and I'm letting the Quarians slaughter your people while they're as dumb as varren so I can have one ending I can live with. Tali, kill him."
For the record, I completely agree with you on the paragon renegade score thing. Do away with it. Frankly do, away with persuade options in general unless there's a specific reason (ala KOTOR with Force Persuade). It leads to the type of popcorn moralty system we have gotten in the past- top option is good, lower option is bad/renegade. And don't mix and match, because you will be punished for doing so. (Admittedly the reputation system improved on that a lot in 3, in ME2 it's an absolute pain to roleplay)
Choice should be hard. It should be more one or the other type decisions. No splitting the difference and getting the magical happy button for everyone, ala most of the "decisions" in DA:O. It would make replayability more interesting. If I couldn't save everyone in ME2 and some of those party members could come back for ME3 to be used; it could have been sweet. Unfortunately, it also would have been a pain to program all the different scenarios. I'd imagine you'd have to severely limit the cast if you wanted to do this with another game series in the future.
I'm aware of the amount of casulties in the game. It's not pretty. But nameless people we have never met don't illicit responses of sympathy that characters we know do. I wasn't a fan of the dream sequences because I never felt much for the kid, even before he wasshown as the Catalyst. If you talked about the dreams with your squad members, that was good. The dreams themselves, not so much. On the other hand, had it been Kaiden or Mordin (as they tried to add in the later sequences) it would have worked better.
Anyway, the point is citing the amount of people who died in the galaxy doesn't mean much in video game terms. In the amount of time Mordin took to get blown up, thousands of in game people died. But it's Mordin we care about. Same with Legion and EDI. Most people just hear the casulties numbers and pay little attention. It's not real after all.
The freedom argument is a slippery slope. I can rip apart any RPG by claiming it. Why can I romance Tali but not Dr. Chakwas? Does Bioware hate older women? Why can't I go back to the Alliance in ME2? I always hated Cerberus. Why am I required to kill the Rachni or let it go? Couldn't I just call the Council and have them deal with it? Or to paraphrase Yahtzee from his Fable 2 review, "Why can't I marry my dog?" The answer is because it's not in the game. The game isn't real life. The game has limitations and even in an RPG, you are still confined by the story. You are role playing and part of role playing is seeing what you would do in situations you didn't imagine. If you'd like to role play of situations of your own design, write your own story.
The story put you in a situation where you have to make a difficult choice. Saying that you earned an easy choice isn't an answer. Sometimes you don't get an easy choice. There are plenty of simple choices in the Mass Effect series. I appreciate one that isn't.
I also want to point out that in regards to ending choice itself, the in game decisions make as much difference as any other Bioware game. None of your decisions in the first ME game come into play with the final choice with the council. In DA:O dark ritual and your decision with Loghain is what drastically changes the ending there; your other choices don't make much of a difference. You get slides, which is what we get in the ME3 EC. In KOTOR, all your decisions are rendered totally meaningless by your one decision at the temple. ME2 comes the closest, but there it's not really choices and more did you take the time to do everyone's loyalty quest and whether can you pass reading comprehnsion 101 with the specialist bios. (Still it's the most dependent on player agency, which is nice) DA:2's endings seem to end up in the same place regardless of your final decision.
ME3 isn't unique. It's standard Bioware fare, good and bad. Pre-EC you could argue that you have no idea what your end choices resulted in. Post EC, it's made clear what your big decisions (Krogan, Quarians) meant. At the very least it's DA:O level of resolution for your choices.