For me the way the likes of Mass Effect & Deus Ex HR approach their "choice" system forces the player to think mathmatically. With Mass effect it makes a clear seperation between Paragon/Renegade, with DE:HR it makes a clear distinction between rewarding a player for stealth and not.MysticSlayer said:Personally, I don't really try to play the math, so having it upfront doesn't bug me. I guess I would understand more if there were serious gameplay advantages to going all-in, to the point where it would break role playing. But outside of some potential stat bonuses from characters (e.g. Dragon Age, Xenoblade Chronicles), we seem to be moving away from that. At that point, it seems like the only people who'd care are those actively going for a pure run in either direction, and those people would probably appreciate knowing what path they're taking before they get 60 hours into the trilogy and realize they screwed up ten hours in. For everyone else, I would think the desire of playing the role instead of the math would be a non-issue.Danbo Jambo said:It's the mathmatical approach to the game which it encourages which I don't like mate. By all means have that type of system, but I'd have it running invisibly in the background and the choices you make be presented with no pre-judgement attached to them. I much prefer dialogue trees for this reason.
So by all means have that system, just don't allow us to see how we're unlocking Paragon/Renagade options, and don't highlight them when they are unlocked either. Allow it to fit in to the game naturally via the gamer's choices.
Kudos to you if you can detatch yourself from that, it's something I can do with various gaoming aspects and you're dead right it helps when trying to enjoy the game. But these are two examples where it's so plainly in sight that it's hard to do so for me.
It'd be nice to see newer games adapt the older approach where there were less absolutes, and certainly as many rewards for walking a grey path as opposed to a pure one.