Most people aren't all that bothered by cognitive dissonance, as evidenced by the fact that there's not a ton of complaining about it.
Irrational people aren't predictable, though, so I can't make any plans that involve them.
I typically don't even think of them as people.
When I play a game for roleplaying, i'm generally doing so because I want to define my own character. I don't want to define the universe, however. When I want to write a character in a universe that i'm defining the rules of then I write my own stories in my own universe.
If I have to define the universe in order to make a character choice make sense and then later on the game decides to clarify that universe rule on me and it goes against what I defined earlier, then it makes less sense and bothers me more than if I had shrugged it off as "gameplay mechanics overruling lore".
Both bother me immensely.
Also, I don't typically define the details of the universe. What I do is avoid the obvious though not definitively supported conclusions to which you leap.
I draw conclusions about the world only when reason demands it, not when reason allows it.
Mass Effect actually isn't a game I play really for roleplaying because Shep only has 2 real personalities to choose from and the dialogue options are too limiting to try that.
I don't think anyone could.
I completely agree with your Geralt comparison. I have hardly played the Witcher games, though, because they have action combat that is mandatory (unlike ME). If I could tolerate action combat, I would have played them just to see how CDPR handled roleplaying with a pre-written character.
But I can't tolerate action combat. I'm still surprised I made it through Jade Empire.
I never mentioned design intent. That's what the game claims that Insanity is for, and difficulty levels make logical sense to have in the first place. Everybody has a different level of skill and if you balanced the game around mine then a lot of people wouldn't be able to finish it because I've been playing shooters all my life and am above average at them.
The difficulty settings do that regardless of whether they were meant to. So do gameplay options like pause-to-aim. I fail to see the difference.
The MP simply took resources they needed from SP. Real time combat was always going to be the more developed feature, and Mass Effect 2 was clear evidence of the direction they were taking the series in.
For ME, sure, but in DAI the devs said explicitly during development that they used the MP to balance the combat for the SP, even though the SP can be played in a very different way.
If MP didn't exist the only thing that would have been impacted in SP is war assets, only because they were specifically linked to MP.
I question whether those charging weapons would exist without MP.
It's usually not a case of "only one way" but rather "what works best". When it comes to Guardians in Mass Effect 3 there are 3 main ways of dealing with them: Flank them, shoot through the eye slot, or take a piercing weapon. All 3 work, but using piercing weapons is by far the most effective way of dealing with them.
Okay, about that specific example, I tended to shoot them through the eye slot or just use powers on them.
What constituted a piercing weapon? I tend to learn the mechanics of a game from reading the documentation (ideally before I play it), but the ME games haven't been particularly well documented. I don't think I knew that was an option.
I hate to learn by doing. I would much rather learn by reading.
It's not the 80s anymore no matter how much you want to go back to them. Times change and so do terms. Even when I was a kid in the 90s, we didn't use those definitions. Arcade Games were anything played on an arcade machine that took quarters(or some other coin). Video Games were something we played on consoles or computers, and computer games were just video games played on a computer.
I was just trying to explain my complaint about something being too video gamey. Comments like that are often met with incredulity that anyone could complain about a video game feeling like a video game. I was trying to preempt those responses by explaining how that video gamey feeling is caused by a narrow range of gameplay design.
I was not asking you to change your terminology (as you could see from my not having done it).
I'm also curious as to how much you know about the marketing campaign of Mass Effect, because right now it seems like you're the one who is lying. The game's marketing always pushed the ideas an immersive universe where your choices matter and not RPG. It seems like it's your fault for assuming that BioWare only made RPGs.
I didn't follow the first game at all. It was announced as an XBox exclusive, so I dismissed it (because I didn't have a console, nor did I want one).
After it was released, they announced a PC port, which I jumped at because I tended to really like BioWare's games. I didn't really know anything about the game, and was really caught off guard by the voiced protagonist. I hadn't expected that.
But aside from the voice+paraphrase system (which I was heartened to see wasn't going to be in the upcoming DAO - which I'd been following since 2004), I quite liked Mass Effect.
I did follow the development of ME2, during which Christina Norman acknowledged that the shooter gameplay in ME hadn't been good (I disagreed), and that to improve it the developers had "turned off the RPG systems" so they could make the "shooter systems" work first, and then add the "RPG systems" back in once that was done.
So even during the development of ME2 they were talking about it in terms of being an RPG. Though then they announced the interrupt system that I knew would be awful, not because of the QTE aspect (which I do hate), but because of the imprecise nature of the information available to the player. At one point I said on the forum, "I demand certainty," to which Casey Hudson replied, "No."
It was then I knew the series was heading in a direction I didn't like. I played ME2 to confirm that, and then immediately uninstalled and stopped caring.
It was only the furor around the ME3 endings that got my attention again. I hadn't even heard about them, but then I met an EA employee at a focus group in Vancouver and he jumped to the defense of ME3 before anyone had even mentioned it (the focus group was run by Toyota - it had nothing to do with games). Some time later, after I'd already completed my first DAI playthrough, I gave ME3 a try. It's even less of an RPG than ME2 was.