No it doesn't. I've done it a million times because I prefer that scenario, and talking Mordin down can only be done with Redspeak, and causes half my face to fall off (the other half falls off later when the geth are eliminated). If Eve or Wrex are alive a Renegade interrupt is needed to stop him. Allowing Mordin to cure is upper right no matter who the Krogan leader is.
note the positions of cure and sabotage. The persuasions are just in relation to the individual Mordin. They don't change how the game moralizes the actual two options you have in regard to the genophage themselves. It doesn't suddenly become a Paragon option just because you have two different means of persuading Mordin to take the Renegade option.
Same thing happens with Rannoch. The meat of the decision is whether you are allowing the geth to use Reaper tech to become Real Boys (paragon) or not (renegade). What happens to the quarians (whether you just kill them, or choose two flavours of chiding them), much like Mordin, is deemed immaterial to the morality of the choice.
With Wrex and Eve dead, sabotage becomes the paragon option.
For me, its the paragon choice no matter who's in charge or dead. I don't cure it because I get Salarian help to stop the reapers. That's all I care about.
Just do what I do. Everytime you pick the good guy options, chuckle to yourself about how you're lulling the gullible galaxy until the perfect time to strike. The only catch is that the perfect time to strike may not actually be in the game. But you can't have everything.
I'm all about playing a good person but I have a real love for stories that have that 'being a good person' corrupt greatly. Ethnics is harder to figure out than just being 'good'.
This is why I was comfortable with being near total Paragon in ME1 and ME2 which were more binary, but then still comfortable with being Paragade in ME3 which challenges me at least a little more about what I'd actually do and want achieved (the options in convos became more limited but IMO the meaning of decisions were more interesting than before).
I'd like this trend to continue. Sure, Bioware can keep their handy guides to 'being the nice guy' and 'being the jerk', but amplify the layers of the media that have me questioning my actions and redefining who I'm playing more constantly. ME2 for example was nearly totally 'am I a Paragon or a Renegade outright'? Cool, but I'd like more than that as the series progresses. Maybe Control was too much for players to bear (oooo creeepyyy), but I get the points earlier in the thread that to me explain how being a Paragon, brings up the question "Paragon of WHAT?" and that 'what' may not be automatically sympathetic to most others/the players.
Just do what I do. Everytime you pick the good guy options, chuckle to yourself about how you're lulling the gullible galaxy until the perfect time to strike. The only catch is that the perfect time to strike may not actually be in the game. But you can't have everything.
Hm, considering that in almost every RPG being "evil" often jsut means being rude to people and hence missing out on quests and additional rewards .. .that kind of roleplay makes sense...^^ Lawful/neutral/chaotic evil? - Nah, Intelligent Evil is the new thing!
Hm, considering that in almost every RPG being "evil" often jsut means being rude to people and hence missing out on quests and additional rewards .. .that kind of roleplay makes sense...^^ Lawful/neutral/chaotic evil? - Nah, Intelligent Evil is the new thing!
Intelligent Evil? I'd rather term it "Pragmatic Neutral" - it's the smart thing that benefits the right people. Kicking a man in the shins for funsies is pointlessly meanspirited. Kicking a man in the shins to gain the power of mass life-drain... now THAT'S a worthwhile endeavour.
"Evil" options need a benefit, be it in power, resources, or even fearful obedience - without those, I'm merely a scorned bully.
A pox on you and your descendants for lumping those two things together.
They are not the same, but they both have "light hearted villains" - as in villains for children. It's common in fantasy settings: people being bad for very superficial reasons.
Saren was a great villain. Know why? He thought he was saving lives. The mark of a good villain is one who is righteous in their own mind. You could argue that Shep would become such a villain to the Krogan once they found out the truth about the fake cure had you chosen that option. Your Shep could have justified that choice for the same reason the Salarians made the genophage in the first place: to save more lives than it would kill.
Someone care to explain how wanting to be a villain in a video game makes one "edge" or "edgy" or whatever it's called? Sorry, I'm not always up-to-date when it comes to Internet things.
Someone care to explain how wanting to be a villain in a video game makes one "edge" or "edgy" or whatever it's called? Sorry, I'm not always up-to-date when it comes to Internet things.
It's a very lame attempt at trying to be different and unique. Because "most people" only want to be the "good guy", but "really cool people" are so cool and special snow-flakey that they want to be the "bad guy".
Well, I would like to be the bad guy because it's a nice change. It has nothing to do with what's cool or not.
Thing is, how does the game handle decisions if the player prefers to help instead of harm, or does this BioWare Bad Guy game simply remove the opportunity?
Thing is, how does the game handle decisions if the player prefers to help instead of harm, or does this BioWare Bad Guy game simply remove the opportunity?
I guess that depends on how far they want to take it.
I should clarify that I don't want a game where we're only evil. I want decisions like the example below:
Option 1: Negiotate with the planet's inhabitants
Option 2: Relocate the planet's inhabitants
Option 3: Terminate the planet's inhabitants
The game and the characters around you change depending on the option you choose. Characters you care for might hate you for picking one of the above options. Etc, etc.
Then I would have to wonder to what extent would our followers be mindless sidlers to our wickedness, going along with whatever we choose to do to the hapless suckers that get caught in our wrath.
I agree, I'm a nice guy in real life but there's something about Bioware characters that fill me with rage and anger, which is very frustrating as modern Bioware games don't allow me to punish these characters for causing me to feel this way. I don't care if I get a game over where I get sent to galactic prison, it would be completely worth it just to hear these annoying prats beg and scream before ending their miserable lives.
Well, I would like to be the bad guy because it's a nice change. It has nothing to do with what's cool or not.
I'm all for this as well, but I worry most people don't know what it means to be a proper "bad guy". In this thread, people seem to think that being a villain means being a jerk. Hurting people and such. I wanted to point out that that only makes you a crappy villain (like the ones from Twilight and Harry Potter - children's "villains"). A good villain isn't defined by their actions, but by their motivation, and their motivation goes beyond "Mwa ha ha! I'm evil!".
Not to be harsh, but your 3 choices in the example you made are hallow because they lack context. Unless there is a reason to kill the inhabitants, than it just becomes "I'm bad! Look! I hurt people!" ~ and like I pointed out, that doesn't make you a villain. In the real world, people hurt others all the time. Not being nice doesn't make you a good villain.
I don't know how to link stuff right, but here is a Dorkly video on "edgy-ness" and being "dark for no reason" cuz Sega buys Mario.
I'm all for this as well, but I worry most people don't know what it means to be a proper "bad guy". In this thread, people seem to think that being a villain means being a jerk. Hurting people and such. I wanted to point out that that only makes you a crappy villain (like the ones from Twilight and Harry Potter - children's "villains"). A good villain isn't defined by their actions, but by their motivation, and their motivation goes beyond "Mwa ha ha! I'm evil!".
Not to be harsh, but your 3 choices in the example you made are hallow because they lack context. Unless there is a reason to kill the inhabitants, than it just becomes "I'm bad! Look! I hurt people!" ~ and like I pointed out, that doesn't make you a villain. In the real world, people hurt others all the time. Not being nice doesn't make you a good villain.
I don't know how to link stuff right, but here is a Dorkly video on "edgy-ness" and being "dark for no reason" cuz Sega buys Mario. https://www.youtube....h?v=X1WgSrjpEAw
There would be a good reason for the three reasons I provided but I didn't care to elaborate on why those options are there. I agree with you regarding what a good villain would be like.
I'm all for this as well, but I worry most people don't know what it means to be a proper "bad guy". In this thread, people seem to think that being a villain means being a jerk. Hurting people and such. I wanted to point out that that only makes you a crappy villain (like the ones from Twilight and Harry Potter - children's "villains"). A good villain isn't defined by their actions, but by their motivation, and their motivation goes beyond "Mwa ha ha! I'm evil!".
Not to be harsh, but your 3 choices in the example you made are hallow because they lack context. Unless there is a reason to kill the inhabitants, than it just becomes "I'm bad! Look! I hurt people!" ~ and like I pointed out, that doesn't make you a villain. In the real world, people hurt others all the time. Not being nice doesn't make you a good villain.
I don't know how to link stuff right, but here is a Dorkly video on "edgy-ness" and being "dark for no reason" cuz Sega buys Mario.
I agree that a good villain needs motivation and a reason to be bad. I wanted to be more along the lines of the illusive man. Like, I have my own group to look out for and to protect them I'm willing to sacrifice the other factions in the galaxy sorta thing. Along the way, my PC gets more ambitious and desires the to ensure his/her faction to dominate at the top. He/she eventually turns a blind eye towards the ruthless path their guiding their faction towards because they believe they're doing it for the greater good.
Villainy would break the story in so many ways that it would require almost as much development effort to build the villainy path as the rest of the game.
Given that >80% of players pick paragon over renegade style choices anyway, it makes sense to lean the game to a main quest that allows you to be an ass but not to see everything burn.
This is just simple practicality.
Hence there is nothing wrong of itself in asking to be a villain
but for a host of commercial and practical reasons, it's not going to happen...
Moreover.. do you know how many different lines they would need to record?
Considering how much VAs cost this is not going to happen
Until there will be voiced protagonists there won't be many possibilities to play very different characters.
I really wouldn't mind playing "some" kind of villain though. I mean, I think it's fun when you're a badass but the other side, the vermin, thinks they got away scot free and then suddenly BAM! You showed them how silly it was to go up against you
I LOVE renegade Shep, it was the most fun playthroughs for me xD