Vrex360 said:
In Mass Effect 2 my Shepard was having a conversation with Tali, at one point she casually drops in a potential interest in Shepard and my Shepard was still being faithful to Ashley, her picture still prominently sitting on his desk, and as a result politely turned Tali down.
Suddenly I'm staring at 2 renegade points earned for apparently not having feelings for Tali. I honestly don't see why this had to effect my alignment at all, I told Jack and Miranda similarly that I wasn't interested and it didn't give me bad points then, only with Tali. If anything I should have gotten positive points for not being swayed into being unfaithful.
In any case it wasn't a very renegade way to turn someone down, the real renegade way to say I wasn't interested would have been to laugh at the thought and walk away insulting her surely. Not just politley saying I don't have feelings.
True it's not that big of a deal and true, two renegade points isn't so bad but I just think that it was moral alignment effecting.
I wonder how much this would be solved by just changing the semantics of "morality stats" as not attributing scores to your own playable character, but rather pin them to each of the NPCs. So your "alignment" is not a personal character stat, but a stat held by each individual NPCs against you.
I think that's the problem with Mass Effect's centralised morality system, you should not be a renegade because someone else is extra-sensitive, as it tries to treat the sum of so many subjective opinions as some objective measure. But that's not how it works in the real world.
This would make your verbal sparring with friendly NPCs much like your actual combat with enemy NPCs. Hit demon with a sword = +4 fire damage; Shout at your subordinate = -7 friendship, +3 fear/respect.
So YOUR actions affect THEIR "relationship stats" as this could extend to intellectual enemies, your interactions, if you play your cards right you may be able to bring a resolution to your antagonism and could even find an ally. And it would depend on careful monitoring and manipulation of their stats. In return, treat a friendly NPC bad enough and they may end up your mortal enemy.
The problem is what is the mechanism of measuring other people's stats held against you. I think it should be the same as combat with monsters in games, you can see the stat changes as you directly affect them but you need to "cast a spell" or "use some sci-fi mind reader" to tell all their stats on how their relationship is with you is at any one point.
You know, if you think about it any kind of "personal morality" system should be impossible to implement in a true RPG as the alignment is not something held my the playable character (the in game avatar) but by the actual human player who is at the controls. Physical attributes like "+1 strength" and "-4 speed" yes, those are acceptable but how can the game tell you "you're more of a renegade" when you aren't feeling that way. They are your own emotions and the game can never hope to emulate them. And why should the game try to? You make all the decisions through choices made in the game, the game should just accept you have your own internal emotions, beliefs and opinions and just give you choices.
Your alignment should exist in your own actual mind. You make the decisions you want in the game, it's only you past actions that will change what the other NPCs will EXPECT you to do.