I know about the dialogue in ME1 and i have noticed it the last times i played it. Honestly i still liked that much more than Shepards autodialogue in ME3, because Shepard sounds pretty dumb sometimes, or his opinion feels totally opposite of what i think. In ME1 i at least felt like the dialogue i chose impacted the meaning of what Shepard said, or sometimes if he said something that contradicted the paraphrasing i just went with what the paraphrasing said in my head, rather that what Shepard actually said.
Also ME2 has way more autodialogue than ME1, but it was well-balanced in that game and we got a ton of dialogue choices that changed what shepard said most of the time, and there was a big variation in what he did when you said something renegade compared to when you chose paragon.
It really bugged me how, in ME2 the dialogue wheel had an organic layout where choices were presented and aligned according to what they felt or implied, when in ME3 theres only 1 paragon choice and 1 neutral/renegade choice and sometimes 1 "elaborate" option.
Let's check a scene that reoccurs in all three games and compare how dialogue choices were laid out shall we?
How about Khalisah Bint Sinan Al-Jilani the Westerlund news reporter that has been punch a billion times in total or so. She has one similar scene in each game, and you get to conduct the interview or punch her in all of them.
Mass Effect 1:
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Conducting a paragon interview with the reporter -
Conducting a renegade interview with her -
Punching the reporter Mass Effect 2:
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This video contains every outcome of the interview in Mass Effect 2 Mass Effect 3:
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Every outcome of her third appearance Now let's see how they're all laid out.
In Mass Effect 1 you get 9 dialogue-wheels. The first 2 has 3 options. A paragon, a renegade and one neutral. In the third two of them are persuade and intimidate. following this you get 3 wheels each with 5 options. Again, one is paragon, one is renegade and one is neutral, but you also get one persuade and intimidate option. In the last dialogue wheel you get the same where the persuade and intimidate are just normal choices that are either paragon or renegade. Some of the main 3 morally aligned choices might be the same in some of the wheels.
In Mass Effect 2 you get 1 interrupt prompt and 2 dialogue-wheels. The first dialogue-wheel has 3 standard morally aligned choices. The second has 4 with one paragon, neutral, persuade and intimidate option. In the last dialogue wheel the option you choose leads to several lines that are all different and unique.
So far we can see a decrease in dialogue options, but it doesn't hurt it all that much since the different outcomes of the scene in Mass Effect 2 are vastly different.
Let's see what happens in Mass Effect 3 then.
You get no dialogue-wheels but there are 2 renegade interrupts and 1 paragon in total. So this scene is a complete rollercoaster, you don't get to explicitly choose any of Shepard's dialogue as you can't see a paraphrase of it beforehand.
Now let me ask you this. In a game where you have access to free roaming, don't you want to be able to experiment and explore things? How many times would you be able to replay the game before you've seen everything? This is why i couldn't stand auto-dialogue. Interrupt prompts should only be there when shepard does something action-ish like when he punches. There's no need for the cutscene to keep its flow just for the sake of it being movie-ish. I like freedom and sense of exploration in games. I didn't really get that in Mass Effect 3.