The video is an episode of the podcast called Feedback from G4TV.com. Although it is labeled as the Bioshock 2 edition they talk about Mass Effect 2 in the beginning and at the end. The important part I want everyone, especially developers at BioWare, to listen to is at the end when they discuss the morality system of ME2. They talk about how the morality system in ME2 is too cut and dry, and it leaves little to no room for neutrality or morality path switching. I completely agree with they're complaints, and if there was one major improvement to be made in ME3, I would want it to be a less obvious morality system that doesn't force you to strictly stay paragon or renegade in order to achieve important dialogue options later in the game.
What I would suggest is that they completely remove charm and intimidate dialogue options, and just present the player with a list of dialogue options that aren't listed in a manor that would make it obvious which is paragon and which is renegade. You could still have a paragon and renegade meter, but don't make it affect your dialogue options. It could affect other things.
In ME1 and ME2 the paragon dialogue optons are at the top, neutral in the middle, and renegade at the bottom. The dialogue options should be listed in a random order, and you should have to think about the choice you are making. Right now you just go with the top dialogue option if you're good, and the bottom dialogue option if you're bad. You don't even really think about what you are saying. You just know that you have to choose that top or bottom option because you are paragon or renegade.
Below is a quote from someone who made this post in the comments section of the video.
On the subject of Morality I think Abbie makes a very good point; placing the paragon and renegade choices in set locations stops a player from actually thinking about what they want to say and simply kneejerking one or the other. Unfortunately this seems to be a standard in conversation based RPGs with dialogue options always seeming to be structured so that the "nice" responses are on the top and they get more and more "evil" the lower on the list you get.
While it's not perfect, I think that Dragon Age is great for this as there isn't a morality system to tell you that you've made a "good" decision or an "evil" one, you've simply made a choice and the consequences are on your head. Obviously there are still clear "good" and "evil" options within the dialogue trees, but the lack of a morality bar means that players are making choices based on how their character is versus a need to get a certain morality level so they can get the goodies attached to it.
He very clearly states the issues with the current morality and dialogue system in Mass Effect, and he explains why Dragon Age's morality and dialogue system is much better.
Modifié par Jackal904, 11 février 2010 - 07:44 .




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