esper wrote...
What the need to do is find a way to handle investigation/questions more fluid in conversations. I don't quite know how, but the problem is that investigations are treated as an optional seperate hub, which when emptied returns to the original starting point of the conversation. It makes questions seems unnatural, compared to the rest.
This was actually addressed in ME3's writing a lot of the time. Whereas ME1, ME2 and DA2 alike often feature conversations that go like this:
NPC: We need to do this quest, and do it quick!
PC: *investigate* Can you tell me more about the Anderfels?
NPC: It's a pretty cool place. In the not-temperature sense.
PC: I agree, let's stop dallying.
Sounds pretty unnatural indeed. The PC was not agreeing with the temperature statement, rather the "do it quick" statement at the beginning. ME3 usually solves it like this instead,
NPC: Need to do this quest, and quick!
PC: *investigate* Can you tell me more about Sur'kesh?
NPC: A pretty cool place. In the not-temperature sense. No time to waste, let's go at once.
PC: I agree, let's stop dallying.
It definitely takes quite a bit out of the word budget to do this for every investigative option though, sadly. But it makes for more natural-sounding conversation.
esper wrote...
Me1 and Me2 was a terrible experiene, you had to pick upper or lower or else you were seriosly punished. Any good thing the dialog wheel might have had in MeEwill forever be tainted by the renegade/paragon system in my eyes.
This was actually fixed in ME3 as well, with persuasion options not being tied to your paragon/renegade scores anymore. Of course, one may wonder what the point of P/R points even is at that point since it has no bearings on gameplay, all it does is scar your face.