Warning: long post is long.
Okay, I'm going to pitch an idea here. I've been thinking about morality systems in games, and I think I've come up with one that might work. I've drawn the idea from a combination of Mask of the Betrayer, Mass Effect, and Kingdom Hearts.
I think a game that bases itself around a morality question should have two elements; the choice should be ambiguous, and it should have a clear effect on gameplay. So here goes:
It?s an action game focusing on melee combat. You play a knight in your standard Middle-Earth-esque world, when you accidentally break a magical artifact you were supposed to guard. The artifact releases a world-destroying energy called ?Flux?, and a horde of evil creatures that thrive in it. Basically, the plot of the game is to hunt down the biggest sources of Flux (boss monsters) and destroy them.
The thing is, you have the power to absorb and either use Flux, or destroy it. Every enemy in the game would have a ?Flux rating?, and as it gets higher, so do they. Both you and the enemies passively suck Flux out of the environment, though you do it faster. Whenever you destroy an enemy, all the Flux it had is released into the environment, to get absorbed by you and the creatures.
The ?choice? is this: when you?ve absorbed enough Flux, you can either ?burn it off? and destroy it, or ?catalyse? it and go super-sayian, essentially. When you catalyse the Flux, you get much stronger, faster, etc, and cause a whole load more collateral damage, but the amount of Flux enemies release also increases, and you can?t absorb it. So if you catalyse the Flux, you get stronger, but now there?s a lot more Flux in the environment for your enemies to soak up. Essentially, the fight escalates as everyone gets more powerful.
The bosses are the important part though; catalysing Flux gives you access to environmental attacks that deal lots of damage, but destroys the environment and keeps the Flux in play for the boss to soak up again. Burning it off would remove the boss? access to Flux, and thus their best attacks.
The game would also keep track of how much collateral damage you?ve caused from using Flux, particularly during the boss fights. If you?ve caused too much, you?ll get cutscenes showing how much suffering and pain you?ve caused, but if you cause too little (i.e. don?t use Flux), the bad guys often end up winning, because you?re too weak to stop them.
Also, whenever you defeat a boss using Flux, you get an equippable ability for your super-mode, like adding fire damage. Kill it without using Flux, and you?ll get an ability that activates whenever you burn Flux, like healing.
In the end, you can get a bunch of different endings, based on how much damage you?ve caused, and when. What do you think?
Okay, I'm going to pitch an idea here. I've been thinking about morality systems in games, and I think I've come up with one that might work. I've drawn the idea from a combination of Mask of the Betrayer, Mass Effect, and Kingdom Hearts.
I think a game that bases itself around a morality question should have two elements; the choice should be ambiguous, and it should have a clear effect on gameplay. So here goes:
It?s an action game focusing on melee combat. You play a knight in your standard Middle-Earth-esque world, when you accidentally break a magical artifact you were supposed to guard. The artifact releases a world-destroying energy called ?Flux?, and a horde of evil creatures that thrive in it. Basically, the plot of the game is to hunt down the biggest sources of Flux (boss monsters) and destroy them.
The thing is, you have the power to absorb and either use Flux, or destroy it. Every enemy in the game would have a ?Flux rating?, and as it gets higher, so do they. Both you and the enemies passively suck Flux out of the environment, though you do it faster. Whenever you destroy an enemy, all the Flux it had is released into the environment, to get absorbed by you and the creatures.
The ?choice? is this: when you?ve absorbed enough Flux, you can either ?burn it off? and destroy it, or ?catalyse? it and go super-sayian, essentially. When you catalyse the Flux, you get much stronger, faster, etc, and cause a whole load more collateral damage, but the amount of Flux enemies release also increases, and you can?t absorb it. So if you catalyse the Flux, you get stronger, but now there?s a lot more Flux in the environment for your enemies to soak up. Essentially, the fight escalates as everyone gets more powerful.
The bosses are the important part though; catalysing Flux gives you access to environmental attacks that deal lots of damage, but destroys the environment and keeps the Flux in play for the boss to soak up again. Burning it off would remove the boss? access to Flux, and thus their best attacks.
The game would also keep track of how much collateral damage you?ve caused from using Flux, particularly during the boss fights. If you?ve caused too much, you?ll get cutscenes showing how much suffering and pain you?ve caused, but if you cause too little (i.e. don?t use Flux), the bad guys often end up winning, because you?re too weak to stop them.
Also, whenever you defeat a boss using Flux, you get an equippable ability for your super-mode, like adding fire damage. Kill it without using Flux, and you?ll get an ability that activates whenever you burn Flux, like healing.
In the end, you can get a bunch of different endings, based on how much damage you?ve caused, and when. What do you think?