I've only played through Life Is Strange once so far, so I'm not sure how exactly the different choices will change the interpersonal relationships, but I think ME did move a little bit in this direction with the way Wrex's status, the outcomes of the loyalty missions and the Collector Base for Legion and Tali, and how Shepard gets along with the VS can open or close certain options in ME3.
Big spoiler for episode 2 of LiS:
What might improve it would be to add to the amount of available dialogue for companions (closer to what we usually get in DA games) and then also have some different outcomes for the companions themselves depending on how the relationship develops. For example, if there's a "loyalty mission" dynamic, maybe some of them don't unlock if you're consistently rude to the companion in question and/or you just ignore them. Or if you argue for one side of some controversial topic most of the time and then change your mind when there's a big decision to be made, the other characters ignore you and won't listen to your advice.
If a "wrong" dialogue choice causes you to lose the game altogether, however, it should be an immediate effect rather than a delayed one, e.g. somebody pulls a gun and shoots you in the head, as opposed to popping up to kill you in the second-to-last mission 30 hours later.
Any level of fail state would be a plus like:
-Completing the rest of the mission with a de-buff (max shields = 50% or something)
-Losing access to a squadmate's special ability
-Death (supposing, as you said, it were immediate)
However, I've always fantasized about the idea of having decisions that get you killed down the road if the game had a meta-game mechanic like Life is Strange that warped the player back in time, have them pick one of the correct decisions (so they're not repeatedly failing), and warp them back to the future recapping the events that changed.
I've thought all along that many of the combat sequences in ME would realistically lead to some of the enemies surrendering or just hightailing it away. I mean, do the Blue Suns really care so much about protecting Harkin's criminal operation to continue throwing themselves at Shepard's squad even after a dozen or so of their colleagues have been killed? And is there not a single merc in the Omega slums who might listen to reason if Shepard explained that they weren't there to spread a plague?
I wonder what would be an effective way of gauging fear/stress and the correct time to initiate a taunt/negotiation mid combat. unless there's a challenge to the non-lethal finish, it would basically be an insta-win when you yell "drop your weapons."





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