Why do you need me to accept that?As much as I knock video game moral choice systems and the false dichotomy they present, maybe for people like you enforcing them more strongly would be a good thing. If the top of the wheel is always the nice choices and the bottom the dick ones and all responses are consistent with that, and with each other, then maybe you'll finally accept that there's no ambiguity, and they didn't have to spoonfeed you the line to achieve this.
I've actually advocated that the position of the options on wheel should be randomized so as to accentuate the importance of the literal meaning.
I've also asked for the paraphrases to be written by someone who did not write the actual lines, and without providing that paraphrase writer with any context (so, perhaps randomly assigning each line in a random order), because the only relevant context during play will be provided by the player.
I based an entire DAO playthrough around a belief on property rights. It informed nearly every choice.Irrelevance (unless you're playing a game where you deal with property rights, prostitution, slavery and war). Character decisions ultimately boil down to two categories: decisions about specific issues and situations in the game which get addressed or there's a reasonable expectation that they'll get addressed, and things that won't get addressed because they're too generic or removed from the narrative. The latter is widow dressing. Stuff like favorite color, favorite food, relationship with your father (unless that's a plot point) does not matter and is merely there for flavoring the roleplaying. They can be anything.
Most of my characters' primary motivations have nothing to do with the story BioWare wrote. They inform that character's choices throughout, and they're typically left unresolved by the end of the game, but that doesn't mean they didn't matter. They were the whole point of that playthrough.
Yes he can. He just can't act on it.Game-relevant preferences however will always be limited. And these limits will come out in more than just dialogue. Some limits may be more obvious and annoying than others, but even if they aren't the limits are there nonetheless. We know Shepard can't hate the asari and we constantly chafe under that.
No, he takes up arms. The game doesn't decide why. He has the opportunity to save the galaxy along the way, which he might do, but again we don't know whether Shepard even intended to save the galaxy (or if it was merely a side-effect) unless we invent that ourselves.But a less obvious but no less strict limit is that Shepard can't really be apathetic. Whether he's a idealist or cynical dickhead he still actively takes up arms to save the galaxy.
I never rationalize in that way. Rationalization is a nearly unforgivable failing.You never were and never will be in control of the character's mind the way you're describing. Practically you're only choosing from a limited number of responses. The state of mind and immersion come almost retroactively, based on what's happening in the scene.
The reasoning must always precede the conclusions.
I play these games as simulations. I want to craft a character and then set him lose in the world to see what he does. If I don't get to craft the character, then the game becomes a purely passive exercise and I don't learn anything.Well then I guess you'll never be satisfied. And that suits me just fine. No offense but I find your insistence on total control a little disturbing.
You weren't addressing me, but I don't think it's purposeful.I don't know about others but I mainly take issues with your continue use of the word "force". You said it yourself, paraphrases may be ambiguous or you may simply not be on the same wavelength. I don't think assuming their purposefully misleading you is reasonable.
I do think the paraphrases were always going to be obfuscatory, and I expect BioWare had to know that when they first started using them, but that would only mean that they foresaw those flaws, not that they intended them (they may also not have recognized them as flaws).





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