This.Magiking117 wrote...
I agree with DeinonSlayer; I shouldn't have the 'good' and 'bad' choices spelt out to me. I've actually been thinking about this quite a bit lately, and have come to the conclusion that the way ME handles choices actually hurts my experience with the games. It genuinely frustrates me that if I want to go down the hero path, all I have to do is pick the blue text, or any north of the dialogue wheel. It makes it so I don't have to consider anything when presented with a scenario. All one needs to do is hold he stick top left/right and bash A/X.
I've been playing the original Deus Ex and I love the way they present choice. It's just a list of options and you pick whichever you feel is best for the JC you're crafting - or based on you're own thoughts. There is one option which made me question my decision, but I knew it was for the best. Turns out it was, and lead to an easier time with a future boss. I'm playing a 'good' JC, but the choice I made would have been considered a 'renegade' one in ME and I probably wouldn't have chosen it. Here, however, 'I' decide what's for the best. 'I' chose what 'I' - as a 'paragon' JC - think is right. Whatever the consequences, I will have to deal. What's important is that I make a decision based on my own thoughts.
Future ME games need to be vague about their choices, otherwise it simply takes away the charm of having choice. No more spelling it out, and penalising me for choosing what I feel is the right choice for my 'Paragon' or 'renegade' character.
Given distribution of outcomes, the player is basically conditioned to bash the top of the wheel without considering what's actually being said - what position is being advocated. In so doing, the player isn't making their own choices. They're deferring judgement to the writers about what's right or wrong, absorbing whatever Shepard spits out, and then coming on the boards and parroting it here.
+2 Paragon
By simply switching around the dialogue options in the wheel so you can't consistently click the same place to fit Mac's image of an "ideal hero," and removing the morality meter, the player is forced to pay attention to what's happening and develop their own opinions.
Don't worry, David. Shepard is still "the hero" - only with this setup, the player isn't sleepwalking through the dialogue.





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