The dialogue wheel was always constructed in a set of variants, whether it be the 'elaborate or cut to the chase' two-fold dialogue wheels, or the standard one with paragon, neutral and renegade (and sometimes a sub-tree with investigative options).
Here's what a full dialogue wheel looks like:

In Mass Effect 1 we see a lot of trees that look typically like--
This:

Or this:
_____
/ \
Tell me more ---| |--- Goodbye.
\ _____ /
And for the most part this is a formula that is also common in Mass Effect 2, except in a lot of the trees there will only be two options on the right side, like a neutral and a paragon, or a neutral and a renegade. Of course these wheels freely vary completely depending on what the context is and usually they have a set of dialogue options that will satisfy our curiosity and our mindset by letting us express ourselves in more than one way.
Then how come that we got this in what Bioware, at the time, hyped up to be the "biggest sequel ever!"

and in rare cases a "full ME3 dialogue wheel"

(and these often have a singular extra option in the middle at the left side, like an "elaborate plz" option)
As a rule there is never a neutral middle option, unless it's the scene with Liara asking you about what to input about yourself in her capsule wannabe Prothean beacon thing, but I don't get it. What is so wrong about being indecisive about something? What is wrong with letting me say "I don't care, I'll just go along with it" with a neutral dialogue option? Was it really that hard to occasionally add that extra choice?
But even worse, why are the dialogue wheels no longer flexible? Why is it so rigidly designed with predictable options in their slots almost every time a wheel appears? What happened to contextual dialogue and dialogue options that let us peek our curiosity like in 1 and 2? Seriously, Bioware. Your Dialogue wheel from ME1 and ME2 was the best design choice I have (almost) ever seen in an RPG. Why did they skimp on their best feature, and what was, for me, the main selling point? ME1's dialogue wheel seemed to have the rule that all choice trees should have all three options, and likewise ME3 seems to have the same rule just with Paragon and renegade and no neutral, but ME2 was flexible; it had the options that "we'd want to say" depending on the context (FOR THE MOST PART IMO) and it seemed like a very concious design choice from Bioware.
And better yet: Will they reduce or increase the potential for the dialogue wheel with Mass Effect 4? I say, if Bioware can get Halo 4 Lead Writer on board, they damn well can get Armando Troisi back too because he did wonders for ME2.





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