I actually really hate it in RPGs when the game is based around telling whoever you're talking to whatever it is they want to hear. Worse, when that's how you get the best rewards, or more story content. F that. I watch my roommate playing Dragon Age and their character holding completely contradictory views depending on who they're speaking to; that's not role playing, that's role playing a sociopath.
I appreciated in Alpha Protocol that making characters hate you also results in rewards and additional story swerves.
I still like those games, but yeah, it's really starting to bug me. Don't block content, just let the relationships evolve differently based on how you interact with someone. If I think someone is a total dick I should be able to let them know I think they're a total dick without being punished for it. Interestingly enough, trying to think of games that do it closer to right, Binary Domain comes to mind.
It doesn't do it especially well or deeply, but there's times you're rolling with 2 squad mates that will have opposite reactions to a prompt. In those cases, you have to say something that someone doesn't want to hear, so it becomes easier to just pick what you feel instead of just trying to game the system(unless of course you're focusing on building one person and don't really care about building the other, but I still think this type of interaction is useful).
Of course, for their story and for things to make sense(without removing characters from the game), they want everyone to be super friends with the player avatar. I see why it's difficult to structure the interactions in a way to keep everything in tact but let you interact more naturally.
I think the problem actually lies in the way the supporting cast is built though. Most of the time(there are a few exceptions) the characters just want you to be super nice to them or say exactly what they want to hear regardless of you established your character with them, or others, previously. They should stop going so far into blank slate and more have a few loose-ish personality types that the player can play into. Then build the side characters in a way that each of these types can get along with the player avatar, maybe not in the same way, but in a way that makes sense. People have relationships that don't hinge on just saying what everyone wants to hear.
I realize that might be entirely unrealistic, but as it is now it doesn't feel like characters have real relationships with player avatars, it's just grinding friendship points.
I did not answer the question in the thread, but I just wanted to discuss Brode's point a bit since it is something that is beginning to bug me yet I love those type of games.
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