In DAO, the PC has no character because it's a projection of what the player wants that character to be. In ME2 the character is flat because you only get benefit if you go full [censored], or full niceguy. If you try to remain neutral, or pick and choose between the two, the game punishes you. The game encourages you to make your character flat, which is just ridiculous.
ME has no long lasting decisions except for one. What I do in Feros doesn't affect what happens in Noveria or vice versa. You can talk down Saren, and that is a consequence, but it's hardly long lasting. It's just a simple "skip the boss fight" type choice, which you can do easily in many RPGs with or without sufficient diplomacy. I'm playing through NWN2 right now, and I've already talked my way out of 3 "major" encounters (I've fought several as well). It's not a long lasting consequence. Mass Effect "choices" all boil down to picking red or blue, and sticking with it. They both lead to the same consequence and have no effect on the story. Now there was one major choice that actually mattered on Virmire, but one event does not a game make. And it wasn't all that major unless you chose to stick with the default party.
Now, I'm not saying that all choices need to have long lasting consequences, but saying that ME was "the perfect way to make more realistic human interaction" is a joke. Seriously, I've played RPGs where NPCs will stop talking to you if you piss them off enough and you say that ME has realistic human interaction? Please.
Red or blue is not flat, by any means. You apparently think that a character who is good or evil has no character then, right? Because they don't make realistic decisions based on the situation? Well ME was one of the first games of late to actually give you a neutral option in each dialog situation, and you can go back and forth between good and bad the entire game. How that affects the end of ME is not the subject of this topic. Obviously, it limits you later on if you choose neither, and I don't agree with that either.
OT: Let me put it this way, in Oblivion I could walk up to a beggar and ask him where to find something, and if I asked him again all he would say is the exact same thing over and over again, and I could do this indefinitely. Would you say that's more realistic human interaction?
Try the same thing with a random person in ME, most will say a comment about you or tell you to go away, or compliment you, or say nothing at all, and a very few will actually have a conversation with you. THAT is more realistic, and much more like real humans. Go to your nearest mall and try it out to see the point IRL.
As for any additional argument to state that ME is not a good example for improvements on dialogue and persuasion, refer to the original point I made and understand the simplicity of it. Being able to use dialogue to make drastically different decisions instead of just typical combat has been a huge part of both ME games. I could point out hundreds of missions where this is the case. For a good example - Bring Down the Sky - ME1
I think that should make my point clear enough for you to see despite your apparent bias against the example I made. (Keep in mind also, I made the reference to all Bioware games, past, present, and future, not just ME)
Edit: Oh yeah, I almost forgot how ridiculous your first sentence there is. Stating that "the PC has no character because it's a projection of what the player wants that character to be" is such a great example of making no point whatsoever. That is EXACTLY how all the TES games are designed to be, along with almost all RPG's I know of. What RPG is there that
doesn't make the PC what the player wants the character to be??? :rofl: