Redbelle wrote...
Hmmmm......
I'm not sold.
ME1 was played through several times in order to travel down paths that had previously been barred. That's simply the way the game design was made to work. It encouraged repeat playthroughs, And caused many different Shepards to emerge from one player. In short, ME1 became, not one game, but two, as the character became a different person. Think of one movie, shot twice with the same narrative and events, but with Superman in one and Batman in the other. People would be naturally curious to see if they could see any difference with two leads in seperate films of the same script when both are dynamically opposed to each other.
Or to put it another way.
Rep may be the way forward..... but my gut tells me that in doing so BW have oversimplified the mechanic to the point that para and rene have no impact on who Shepard is or will grow to become. Not important in his third outing perhaps. But if ME4 offers us a new protagonist, lacking the structure of keeping the character in line with regard to how you decided to play them from the beginning, may lead to a character who is less........ defined, than Shepard.
It may be better to keep para and rene as the mechanic of choice in the first playthrough, whereby the second unlocks rep.
I don't know. Something feels off about diminishing the effects of choosing a morality for the character you choose to play. Espcially when it is that characters first outing and is a blank sheet. I don't doubt the player would enjoy it. But players enjoyed ME1 too. It's the character who the player embodies I think could suffer as hey run the risk of becoming an Avatar of wish fullfilment that the game cannot reach out to, and tussle your hair every now and then.
*edit
It just seems to me that asking for all morality issues to be unlocked at all times is a bit like asking for every firearm to be unlocked and available at the start of the game. It takes away from the fun of having to do the work of finding and collecting them. And while I enjoy a well developed user interface. I don't want the interface to hand me everything on a plate. Working for the benefits is just as important. That's why games are fun. By playing them you are automatically compelled to overcome the challenges they set. Maxing para or rene in the first plathrough is a challenge that is removed by having rep cover both of these moralities. It leads to one definitive playthrough on the first playthough. And discovering the variations by working to unlock them is more satisfying than having all branches open at the start. It's choice without effort or the reward for that effort.
I'm not talking about having all dialogue unlocked at all times. Not at all.
I pointed to DA:O because it was an example where coercion was unlocked independent of roleplay. A smarter Warden can talk rings around people. A beefier Warden can intimidate people. Whether you use coercion or intimidation for good or evil (each can be used for both) is up to you. Themes are there, but morality is neutral - players make decisions on the dictates of their conscience, and the direct outcomes of those decisions, rather than a colored bar, are what you judge your performance by.
Coercion is dependent on levelling up in DA:O, only you aren't forced to choose a specific dialogue path throughout to ensure you have enough (blue/red) in your meter to unlock persuasions. It is
not dependent on levelling up in Mass Effect 2; rather, on never letting yourself stray from one side of the wheel. Mass Effect 3 added neutrality in the sense that you weren't forced to conform to one or the other to unlock persuasion. Reputation was a
good change, but the now-meaningless Paragon and Renegade are still providing a carrot/stick dynamic to dialogue which players have continued to respond to.
Hide the meter, hide the (+2 Paragon) (+2 Renegade), scramble the dialogue choices in the wheel so players will look for what they want to say based on their own morality instead of picking whatever is in a certain position on the wheel because they've been conditioned to do so. There is no challenge in consistently picking a certain spot on the wheel. Players don't even have to pay attention and think about the issues being presented to them. As I noted earlier, paragon and renegade aren't even really that consistent.
However, there
is a challenge in paying attention to what's said, taking a stand based on your own morality, coming up with your own reasons for making the choices you make and defending them in outside debate.
Modifié par DeinonSlayer, 06 juin 2013 - 12:01 .