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No Alignment System Please


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#26
Joseph Warrick

Joseph Warrick
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That is the amazing part of the Paragon/Renegade system, its a lot more in-depth than most people would immediately realize.

 

Right? My friend's Shepard (also renegade) was nothing like mine. It's fun to play with the label, figure out what kind of renegade the character is going to be. And it's cool to mix it up a bit, use neutral dialogue (rumblerumbleME3warblegarble), or pick paragon every once in a while. Also choosing *not* to pick a red line because it's out of character. Coming up with motivations based on Shepard's psychological profile and pre-service history. Why did that make her turn towards renegade? Or breaking character with one specific squadmate because she gets Shepard in a special way. :wub:

 

And despite all this, feeling like there is an overall principle driving the character's personality and actions. Mass effect follows the kotor and jade empire tradition and builds upon it. I support building over what worked.



#27
saladinbob

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To be fair, that IS how I play ME. I make choices depending on the situation regardless of alignment. The only thing is that obviously highlighted choices make the grey choices pointless, even if the dialogue trees are just as interesting with them.

 

I say go the ME3 route where it all fills into one reputation bar.

 

Fair enough but your decisions have no impact on the wider game. People don't respond to you positively nor negatively based upon your past choices. There are no consequences for choosing one dialogue choice over another beyond movement on a morality indicator. It's an outdated and frankly immature way of handling situations in game. If you gain a reputation for intimidation and thuggery then the way NPCs react to you should be different than if you gain a reputation as a reasonable and diplomatic negotiator. That in itself increases role play value.

 

You can go further; for example, you choose a belligerent dialogue choice and it leads to escalation which leads to confrontation. Someone gets hurt as a result. Later, this leads to reprisal, there's an attack on one of your crew members while on shore leave. It's not one of your main companions, it doesn't affect the difficulty of the game but the game is showing you that your decision comes with consequences. That might make you pause and reconsider the way you act in future, it may make you become increasingly belligerent in future discussions, what it most certainly will do is trigger an emotional response. That's an example of mature writing, not whether a bar turns blue or red.


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