Allan Schumacher wrote...
I think it's interesting how different people "roleplay."
I usually try to put "myself" in the role with whatever traits I have decided. I feel a need to imagine that it's myself with those traits (those traits may not be traits I actually possess. In fact, rarely have I been able to manipulate the Force in real life!), and I try to imagine what the emotional context of what "I" am feeling when events happen.
I draw upon my personal experiences to try to understand how that emotion must feel, sometimes I can come up with something fine (it's not hard for me to feel sorrow for the loss of my sibling in DA2, for example), and other times I just need to make my best guess.
It works for me as it helps my emotional connection to the game, and any game that can illicit genuine emotional responses out of me (for in game reasons) are typically games I hold in high regard (looking at you The Walking Dead).
I am in the middle of the road. The first time I play a truly open RPG with RP capabilities, I always play a similar character type. This has been the case since I was younger and so this character type, while reflective of a lot of my ideals, isn't ever really "me."
Usually, I play a wizard who always tries to do right... but places a huge, paramount emphasis on learning, knowledge and new techniques to do said "right." This means on my first playthrough, I leaped at the chance to cure the werewolves and defend Redcliffe... but I also saved the Anvil without a second thought (preserving ancient knowledge) and also sacrificed Connor to learn Blood Magic. Which was a shame, since I didn't know at the time that you could find a blood magic tome at Bodahn's if you wait long enough, nor did I know that blood magic was highly overrated in terms of useful skills, but... ce la vie. I also preserved the Ashes, since regardless of if it was a religious artifact or a result of magic, it had immense powers and abilities that would foolish to waste or destroy. Similarly, I did the Dark Ritual, because destroying the soul of a diety versus keeping one alive in a new body was a no-brainer for my character.
Upon experiencing the story a first time and figuring out where most of the choices are, I try and craft a character that would make different choices. This is very much a meta-game approach to role-playing (the completionist in me always wants to see all possible outcomes), but it often leads to some interesting surprises, like the one EA talked about. Sometimes my character just winds up taking a road I had not expected and makes changes to themselves that were highly unanticipated.
All of this aside, what kills my immesion most is realizing that choices result in the same outcomes, likely because this is what drives me to replay games (replay variability). While there is a lot of worth in offering different ways to roleplay a character, if the outcomes are too similar, then it all becomes worth nothing, to me personally. The way DA2 offered lots of variability, through differing responses of the dominant tone, was mostly unnoticeable to me. Not because my character said different thigns (good), but because I didn't realize they were even SAYING different things, and that the people my character was saying them to still wind up acting and doing the same things (companions aside).
So just like ME3's endings were initially just "not good" but then progressed to soul-crushing to some by finding out that the exact same thing happened with just different colors, the same can be applied to me with replaying games. A game that doesn't get me jazzed is one thing. A game that I find out was only making me think I had a choice, but then upon second replay, everything is the same is downright disappointing. Its an immersion breaker to find out that I was a mouse walkign the maze and just heading towards the cheese, never finding out that the other turns were just short dead ends, leading me back to the same corridor heading towards the cheese.