Also, inFamous proved your point much better than the Mass Effect series.
Also, some of the renegade/paragon click events didn't even make sense.
SPOILER
When I was saving Garrus from the gangs of Omega, I got renegade points for killing someone who was fixing a gunship that was going to be used to take out Garrus. I can sort of see the reasoning there, as I don't think he was in a gang, but come on. Was I supposed to let them fix their gunship? And the most bullshit moment was shortly after that when I got renegade points for shooting a droid with a sniper. Why. That was exactly what I was going to do after the cutscene ended, so why the hell did it count as a bad thing. And it was a robot!
I feel like Bioware blinked in this game. They built this whole narrative about sacrifice and loss. But if the player invests enough time and resources, they can get everyone to like them and not lose anything/anyone.
I almost think it would've been better if there wasn't a way to get everyone to like you or to get everyone out alive. But they have to cater to that empowerment fantasy even at the expense of good story telling.
I won't be able to write anything about Mass Effect 2 now that you've essentially spoken at length about all the issues I feared would arise and other developing complaints I have with how the story and interaction is handled, without sounding like I'm just retreading all the same steps.
Sometimes I hate agreeing with you.
I guess I'll have to write about something we disagree on, like No More Heroes 2.
Oh. Wait.
HOLMES!!
Most morality systems are black and white because it's much easier to do from a design standpoint, and people love the "GOOD/EVIL" system because it's familiar and easy to follow. See Fable I and II, inFamous, Dante's Inferno (apparently), Mass Effect, Jade Empire, Fallout 3, etc.
The answer is "don't tell the player what's wrong or right"; aka morally grey. Dragon Age and The Witcher already changed this pre-conceived notion of morality in games.
Other than that, I think the idea is that making the paragon/renegade choice over and over again is not always easy. Yes, it is a way of gaining those eventual charm/intimidate conversation options, but selecting only paragon or renegade options over and over again did not always result in an ideal situation, at least not for me. Whether or not I actually wanted to select them, or whether I was going out of my way for the charm/intimidate options, I was still, not really disappointed, but a little surprised with how some conversations turned out.
I agree that to actually play as an average person you would end up picking from both sides of the coin. However, when I personally think about it in a more roleplaying way, I as a commander and leader may have to think about the good of all, or at least the good of my party and and crew, as well as the mission in some of those situations. Depending on how I've been playing thus far, an extreme paragon/renegade option that would bypass anything negative happening that would affect the mission I'm currently in the middle of pursuing, is something I wouldn't think twice about using.
At the same time, these paragon/renegade options are still just options, they are a reward for playing a certain way, but you are free to pass on it in favor of one that will produce a more dramatic outcome.
Obviously a big part of this issue (the sorta elephant to the whole thing) is that everybody has drastically different conceptions of morality. We all know the big stuff, like murder is evil (in most contexts) and giving aid to the unfortunate is holy, but the infinite shades of gray in between those gigantic good/evil disparities is what we deserve to see more of in video games.
I read (don't know if it was a rumor but it sounds true) that in the original Fallout, the initial programming (later scrapped) had it that if you helped the seemingly holy sherif in Junktown, defeat the seemingly evil crime lord, that later on the sherif would become drunk with power and turn into a tyrant, while if you had tried to take the evil track and help the crime lord kill the sherif, then the crime lord would bring wealth and acclaim to Junktown.
I think that is what you were sorta speaking about in this rant, about how awesome it would be to have a game genuinely surprise the player by revealing that some "obvious" moral choices don't always turn out just so.
Anyways great rant.
I guess I've moved from being "entirely uninterested" to "waiting for STEAM sale".
That really pissed me off too. There were some slight spoilers in the video, but nothing you couldn't guess yourself. Still, is it really that fucking hard to put a spoiler tag somewhere visible?
I also find the placement of Paragon/Renegade utterly arbitrary. Sometimes the pro-paragon path support Cerberus, sometimes it does not. It also does this at the weirdest times. I just got Tali, then did the catharsis mission. The paragon/renegade and pro/anti Cerberus choices were all over the place between those two missions. Soon, they'll a Paragon choice will come up, and I'll shoot somebody in the face, that'll be really surprising!
In ME1, those 10 points I put into my engineer's charm skill made me that much less deadly. I made the decision that I'd hack, decript, and talk my way through the game, and I suffered for it.
In Dragon Age, talking down your foes yielded less XP--generally--and my chatty rogue ended up much less prepared for the final battle than my "kill everything in my path" mage.
I probably shouldn't be looking at related coverage.
Just puttin that out there.
besides telling you that there is a chance of crew members dieing. which is something you are told very early in the game.
Not only does it water down the plot by allowing you to make choices without consequences, it also punishes you for acting like a realistic person whose behavior isn't always perfectly consistent with some moral paradigm.
And if you want to really get down to it, morality meters always strip down a character by denying them of something all real people have: free will. The whole idea that choices get grayed-out, that you cannot choose to be evil in a given context unless you've built up your "evilness" for the past 20 hours, etc, is just plain ridiculous. Why not just give my character free will?
You must have made some bad decisions regarding who was the leader of the other team, the tech expert etc.
I hope someday games like Mass Effect and Dragon Age are able to do better than to have dialog trees in a totally separate mini games. I think it would be better to see it all integrated somehow.
But I think ME2's system makes alot of sense in terms of defining the operational method of the character. The more Paragon actions you choose, the more "paragon skill" you acquire. Reasonably, its divorced completely (save for the Sentinal skills, at least) from your combat skill progression. It says, "If you walk a paragon path, you can do some amazing pargonish things". That, I think, if pretty reasonable and powerful: You can't be this total paragon, and then flip out and do this exactly opposite, out of character renegade thing.
The way the system is used, however, pushes you into what do amount to narrative cop outs. I kind of would have enjoyed having to choose between crew members in that one conflict, but I'd run such a powerful "Shepard" role up to that point that I was able to resolve it and maintain the squad unit. True enough to the character, but I kind of miss out on some meaty conflict.
Similar to your issue with the final conflict, I feel, the way the game uses the systems it has in place feels a bit lacking. Lacking in regards to narrative punch. A seasoned gamer knows how to game a system, and I think most of us do it easily: what's gonna let me win. As opposed to "What do I actually feel about the situation".
Seems to me that the moral choice concept in games is only there to extend the life of the game and not do anything interesting with it. Playthrough once as a heroic figure, then playthrough the second time as the bad guy. In order to use all the powers or see two sides of the story, you must play the game this way. It would be far more interesting if I can do one playthrough by doing good or bad thing whenever I feel the situation calls for it, and have the story revolve around that.
"Two of my crew are dead. I knew that lives would be lost on this mission, but it still came as a surprise to see two of my crew members -- one of whom I especially cared for -- die right in front of me."
That's not a spoiler? I don't recall anyone in game telling me anything like that. And even if it is to be expected, maybe keep that for after the jump.
In Fallout 3 you could go the neutral route though...
Good point on the neutral route, but the game still told you point blank that blowing up Megaton was "wrong", or giving water to a nameless homeless man, who may or may not be a thief, was "right".
The choices in inFamous may have been ludicrously cut-and-dry, but at least the Good powers were drastically different than the Evil powers; in choosing to be good, you were giving up the (awfully satisfying) ability to increase the damage radius of all of your attacks, and blow things up more efficiently, and so on. There was some degree of sacrifice and choice involved.
In Mass Effect, nothing about your gameplay changes, and the story loses drama. Not the same thing.
*spoilers*
If I recall correctly, when you're talking to the gunship mechanic, you don't know that you're going after Garrus. Taking out the mechanic is going against your stated objective which is helping the merc gangs take out the [Garrus' Nickname]
***Spoilers abound!!***
***
***
I had the same feeling about the ending of ME but in ME2 you find out that a lot of people died at the cost of saving the council and a bunch of people hate you for it. Another great thing is that a lot of situations where even if you choose paragon persuade options you don't always get the expected outcome. For example ***BIGGER SPOILER HERE***
***
You will go to a prison ship. On seeing an inmate being savagely beaten you have the option to stop the guards. If you do you will recieve an email later from the prisoner, detailing his escape, his plans to carve your name into the corpses of people and eventually to come and kill you.
On legion's loyalty mission you get the option to convert the geth or to destroy them. After speaking with geth, neither option is particularly good. Kill millions of sentient creatures or brainwash them?
***
***END 'BIG' SPOILER***
I was constantly surprised at how grey everything became compared to the previous game. There are a lot of tough decisions with hazy outcomes.
Maybe it's a user issue. My perception of decisions or outcomes in certain situations seemed grey. Maybe you're looking for the game to give you more notification of the outcomes of your choices or maybe your set of values just differs from mine. It seems to me more likely to be the former, you're looking for gameplay alterations from your alignment. I was satisfied with just being able to empathise with the characters and feeling for the consequences.
The prison section and the information about saving the council are the ones that stuck out in my mind the most. It didn't change the gameplay but my mercy brought many people's deaths. Sure they weren't real people but I felt bad. I didn't feel like i needed the game to hurt me in any mechanical sense. I really put myself into the game and got a lot of emotional reward back.
I was really impressed with Mass Effect 2's handling of morality and am saddened that other people don't seem to notice it.
That's true, you don't know it's Garrus, but that doesn't matter. Your stated objective is to get Archangle on your crew, not help the gangs.
The difference between the Far Cry 2 permadeath run and this is that in an FC2 run, you give yourself a totally arbitrary, difficult goal (beat the game without dying) and do whatever humanly possible to reach that goal. This forces you to think in different ways, measure your buddy use in a way you never would have before, and generally play the game with much more of an eye toward strategy. You must utilize every single mechanic in the game to its fullest in order to succeed.
Conversely, not choosing Paragon/Renegade options in Mass Effect doesn't add more strategy to the game, or force you to understand more about the mechanics; it's just you compromising your own gameplay wishes ("win the game") for the sake of forgiving a massive drama/design flaw.
either that or calm down man, its just a video game.
I did like how I came out of a lot of conversations with pluses to both my Paragon and Renegade scores at the same time though. That was one thing I felt was made better about that system in ME2(I found it happened more often).
I find it hard to judge about this 'easy win choice' mentality though, because it is very possible that in the third game they could take a lot of choices and flip them all around on their heads. Like *SPOILERS* your example of the Jack and Miranda conflict. I chose the intimidation option, and Shepard said something along the lines of 'you two can go at it, but finish the mission first'. The direct result is that they cool down, but story wise, nothing has been resolved conflict wise. The two still hate each other. Something like that could totally come back to bite my character in the ass in the third game.
*END Spoilers*
Its well done and players should be rewarded for sticking to their philosophy and not wavering, even when the outcome is not great. Unlike most games with a morality system in which the "good" option is rewarding, its far less so here, and can lead into uncomfortable outcomes. I played a Paragon playthrough and its hard not to go Renegade from time to time. Many decisions are also very gray, in which maybe the Renegade option is more "right" than the Paragon.
Also Paragon is an idealism that puts life and strict code of conduct above all else, regardless of the consquences. A Renegade however believes the ends justify the means and would sacrifice a few to save a hundred without any quelms. Its more of a cynical view based more on rationality and less on morals. This is far from good and evil. For example, in Zaeed's mission you can save the workers or get the bad guy, can't do both. Both choices have nasty consquences.
The problem is not the system, its the player.
Killing the mechanic in that fashion in Garrus's recruitment quest is a Renegade action. Why? Because its a treacherous kill on a defenseless person, a decision to abandon morality for the greater good (a weaker gunship).
Paragons sometimes have actions backfire in their faces. Thats the naivety of the philisophy.

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