The ME2 persuasion system in Newgame+ reflects a longstanding philosophy in BioWare game development: you either wear a White hat, or a Black hat--Gray Hats need not apply. That is, Paragades absolutely will fail certain persuasion checks. Period. Dot.
As other writers here have said, Shepard's charisma, or lack thereof, isn't situational: i.e., based on the factors, characters, and history in the situation at hand. It's based on a mathematical formula which compares aggregate points possible to points earned in -all- situations encountered up to the moment the -specific- persuasion check is made (if I understand Kim's explanation).
Having said this, I realize the devs are faced with trying to quantify human and alien emotions, beliefs, cultural backgrounds, etc. so the player faces consequential choices, Do I like being forced to take the Light or Dark Path (almost) exclusively to succeed in various persuasion situations? No. Do I like not knowing what the "correct" percentages are? No. Does the persuasion mechanic limit my roleplaying choices--to create a character as I envision it? Yes.
Sure I can use a savegame file editor to get the results I want. But you know what? That's metagaming.
What I hope is that the devs continually evaluate player feedback on the game systems and do their best to synergize mechanics and roleplaying. BioWare has been (mostly) responsive in the ME2 forums, so I anticipate changes in ME3. We'll see.
Modifié par Aquilas, 25 septembre 2010 - 02:18 .