DeinonSlayer wrote...
David7204 wrote...
DeinonSlayer wrote...
I'm simply suggesting that the next time around, the devs could step back and let the players judge what is right or wrong for themselves, removing the immediate carrot/stick dynamic of the morality meter. This, mind you, is a far cry from removing consequences for decisions altogether.
Frame these questions - Genophage, Cerberus, Quarian/Geth, Collector Base - with the exact same dialogue options we have now, only without the morality meter staring over the player's shoulder, and with dialogue on the wheel scrambled so you have to find the response you want to give each time. How differently would players behave?
I'm still seeing a contradiction here.
You're simultaneously saying that the developers can and can't 'color' their decisions.
Is the developers 'coloring' the choices of the game with elements besides the morality meter a problem, or is it not?
What, you think I'm suggesting they make a game that avoids any moral suggestion or any themes of any kind? Of course not. We aren't playing Tetris here.
I'm saying, put the choices in front of players without immediately stamping their actions with morality points either way. Put the choice in front of players without bias and let them face the consequences down the road for whatever they chose to do. Let them find the messages on their own. Let them hash it out here. Make them think.
An approval system like DA:O is better, because it's more diffuse - individual people realistically react negatively or positively to others based on personal codes of morality. A consistent character can be roleplayed who, at times, is in line with a certain person's morality, and at other times is not.
If Wrex shows up and tries to kill Shepard, I don't need renegade points to know I'm facing the consequences for a **** move made earlier in the game. If I feel like a heel for doing something without a morality point modifier popping up in the corner, the writing has done its job.
You don't even have to go so far as to remove the Paragon/Renegade meter from the game. Just remove it from SIGHT.
There were all sorts of things being tracked with a numerical meter in ME3, and I'm not referring to the WA/GR numbers.
Take for example, who walks off of the Normandy on the crashland planet, and who complains about not getting to go with Shep to retake the Normandy from the Clone. Those were determined by a meter that was hidden from the player. Same with the VS reaction to Shepard at the climax of the coup attempt. For that matter, there is the now well publicized meter for being able to broker peace between the Quarians and the Geth.
All of these things (and probably others that I'm either forgetting or still don't know about) are governed by a meter that is hidden from the player completely. Why not keep that Para/Rene/Reputation meter hidden as well? DAO seemed to have a decent handle on this.
In keeping with that, for the love of god, please DO mix up the placement of the choices on the dialog wheel. Make us think about what those choices look like instead of mindlessly clicking top=good boy, bottom=bad boy. It will make for a better experience. Except, I suppose for the people who are incapable of doing so because "I must has best kewlest ending".
Modifié par NeroonWilliams, 05 juin 2013 - 03:23 .