Nieroshai said:
No matter what the player chooses, Shepard is thinking all the options on the wheel. What the player decides is whether Shepard will choose to act on the righteous thought or act on his impulses and be a badass, whether to be inquisitive or impatient. That is why a dialogue option you don't have enough points for isn't selectable; it's the option that would be there, but you've influenced Shepard enough that he doesn't think it.
Yes, that might be the intention but it falls short because instead of presenting the player with more (more personality for Shepard), the game puts a straightjacket in him. Only loosening the straps when the player behaves as intended (i.e., gains particular reputation). The player is forced to work towards being a jerk (because of the annoying tendency of some renegade responses to be the douchebag answer) or a saint in order to unlock the potential for more of Shepard's personality.
Morality should be a guideline, not a restriction. Even good people can take wrong steps, and even the bad can have heartwarming moments. This is what makes us human - we try.
But assuming the we want to keep a system that shows how Shepard's thoughts change through the games, how about we reverse it - like Bloodlines does. Well, WoD but we're talking mainly video games. Anyway, in Bloodlines, the vampires have Humanity - how, well, human they act and feel. It's a score from 1 to 10 and going further down means that the vampire gives into its more impulsive, more bestial nature and gradually stops feeling for others. It's a gradual downward spiral unless a lot of effort is put into maintaining it. Ugh, yeah, at any rate, in Bloodlines as the Humanity decreases, the possible responses get more and more...savage. More brutal. At some point it gets hard to be nice to people. At some point the traditional nice/neutral/snark/(let's talk more) responses lose the "nice" option unless you really try. At one point you talk with a girl who is really sick and about to die but still inquires after the man she likes. If you have high Humanity, you can lie to her and tell her he is fine. A vampire with low enough Humanity, however, can only insult her, tell her the truth thus making her final moments bitter and painful. There is no nice choice - the vampire simply does not care enough to be nice. And conversely, if the player has high enough Humanity at one point, they have the option of
not giving in to their savage nature and attacking an innocent. Low or even average Humanity simply don't have a choice.
So, why couldn't this work in ME? Shepard can be impulsive or patient, but let their impulsiveness out too often slowly they would lose patience as a virtue. And vice versa - learn to be patient and slowly they will weed out their impulsive nature. Perhaps, the opposite choices will become harder to access, having to go through one or more submenus to get to them, representing how those aren't immediate choices. Maybe they would plainly not be an option in some conversations and in others Shepard may need to go through a round or two of talking to get to them: if Renegade - to cool down and have the chance to think rationally, if Paragon - to do the opposite and get his blood boiling. Or something along those lines.
But I don't really support restricting the players the way ME does it. In Bloodlines it makes sense because that's what vampires
are - they are walking cadavers who suck the blood of the living. Predators, monsters and damned. Only if they keep believing they aren't, can they keep their instincts at bay. But Shepard is human - they can make mistakes, act reckless or they can force to restrain themselves. As a player I hate being (effectively) told "Sorry, not enough red bar hight to choose the impulsive, primal option. Try again later after insulting several individuals." Or "Sorry, you haven't donated enough money to charity to choose the well thought out and sensible response."