Choices, Schmoices

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fdbluth

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Dec 31, 2010
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There are a lot of complaints on moral choices in games, with much complaint based on its arbitrary nature. I want everyone to talk about the moral choices done not so well, ones that made you think, "What? That's not a choice. Why would anyone do it any other way?".

I'll give two examples

Fallout 3
Yeah, you know what I mean. Megaton. Fuckin' Megaton. Honestly, did anyone set the bomb off, not based on the reasoning of "for shits and giggles"? This wasn't a moral dilemma, not even a weighing between gameplay benefits. At the moment we were provided with the quest and the option to blow the town up, we were given no context at all, whether these people deserved to die, whether we wanted to kill these people, or whether Tenpenny tower was an actual freakin' place! I do appreciate the option to blow the town up, Bethesda, but I'm not a chaotically stupid villain from Captain Planet or something. To be honest, I think if this was set somewhere later in the story, where we got to know the people of Megaton better, Burke gave us more quests to go around and do things for him, build up trust and rapport, this could have been a sweet storyline, but nooooo.

Bastion
Zulf. This is almost the opposite of Fallout 3's problem. We know and care about Zulf, and we're supposed to leave him to die? This wasn't much of an option, not because it was arbitrary, but because it went against the very relationship, the camaraderie that had risen from the survivors of the Calamity. Would the Kid abandon Zulf to his death after all he's been through, all the lives that was lost with the Calamity, with the very lives that he himself had taken? I just couldn't bring myself to abandon him in both playthroughs, even though I wanted to see all the options available. Plus, what results after the option is one of the greatest moments in the game, where the Ura army attacks your slowly moving character, carrying Zulf, until they begin to stop and watch, and allow you to simply move on with your friend. I'd like to think that this is a way for the devs to say rescuing Zulf is what should be happening, but if that's the case, then why have a choice at all? The choice does factor into the theme of the cycle of hate and forgiveness' power to break that cycle, but they're really not giving us much of a choice, are they? (Of course, complaining about how much they made you care about a character really shouldn't be a complaint at all.)


So those are my examples. If anyone would like to list their own examples, please go ahead. If anyone would like to argue against my examples, that's okay, too, since this is a pretty subjective opinion. However, please try not to argue about the merits of the moral system in general, since that's a rather broad subject to cover.
 

Kapol

Watch the spinning tails...
May 2, 2010
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Didn't read the spoiler because I haven't started that game yet, but I disagree and agree with you on the Megaton option. My main problem was that it didn't offer enough of a reward. It was what, 500 caps for setting of the bomb? I can't remember for sure. And that made you lose access to venders, quests, and items. Make it 5,000, or hell 50,000, and we'll see how many people choose to blow it up. So in those terms, I agree with you.

But I also disagree with you on giving us time to get to know the townspeople. Mainly because you could do this quest at any time as long as you didn't disarm the bomb. That means that you'd be able to get to know them as much as you want. The idea that you should 'go around and gain trust and rapport' is a bit silly. Why would you need anyone's trust and support in that situation? The only reason I can think is if the bomb is sealed off, and even then they'd offer a way to get in by sneaking or something. So I disagree there.

As for a moral choice of my own, I'll have to go with some of Fable 2's ending. The choice between reviving those close to you vs a bunch of people was a good one in my opinion, though I don't know why you couldn't have both happen. I'm talking about the option for 1,000,000 gold. That's the kind of question that just made me wonder 'huh? So... either save people's lives, or get a bunch of gold that won't matter much since this is the last part of the main game... tough choice.'
 

BloatedGuppy

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Feb 3, 2010
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The Megaton choice wasn't any kind of choice at all. I thought FO3 redeemed itself with The Pitt though. That was one of the more agonizing ethical decisions I've ever had to make in a game.
 

fdbluth

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Dec 31, 2010
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BloatedGuppy said:
The Megaton choice wasn't any kind of choice at all. I thought FO3 redeemed itself with The Pitt though. That was one of the more agonizing ethical decisions I've ever had to make in a game.
Definitely. Too bad they screwed that up by making Ashur too damn reasonable, Werhner too damn dickish, and defining one action as the "good" choice and one as the "evil" choice.

But it was a very interesting scenario.
 

Namkrow

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Oct 16, 2008
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In my early days of FO 3 I blew up Megaton for one reason, and one reason only: Navigating that place was annoying as Hell...

OK the real reason being I might have broken into the armory (OUT OF CURIOSITY) and the entire town wanted me dead, after many, many slowmo deaths I escaped Megaton and sought revenge.

To this day I nuke Megaton every single time, but I give
Tenpenny Tower to the ghouls
so it's all good, right?
 

theevilgenius60

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Jun 28, 2011
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Some of the choices in Fable 3 just made me want to throw my controller. It offered no grey choices in a very morally grey game. I wish there was an option to call everyone in and tell them of the impending attack and to let them know we'd be having a tight year, but afterward it would be made up to them. Reaver was an asshole(love the guy, but he is), but the options he brought you were usually the best ones in terms of Albion surviving. Yeah, I know, would have destroyed the dilemma in the plot, et cetera. Another thing that bothered me was the hippies(or Eco-warriors as they were called) coming to you with demands. What the hell? You bastards didn't help me storm Bowerstone castle, so sit down and let the grownups save your lives, you ingrates! /rant
 

Ordinaryundone

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Oct 23, 2010
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I was always under the impression that Megaton wasn't supposed to be a "real" moral dilemma. The reward for doing it is paltry and the reasoning behind it ridiculous (it clutters up your view of the wasteland? Really?). Its more just to set the tone of the game for your character. Are you going to take this game seriously, or are you here to have some fun and nuke some towns?