Alright, so I've been playing through Fable 3 recently, and there is something annoying me about it.
So for those who didn't read all that, my point is why do so many choices in games such as Fable (aka those with 'black and white' moral choice systems) seem to reach so far just to make one option more appealing, to the point where it doesn't make much sense? Why does being 'good' almost always end up costing you something, while the bad options always seem to give you a positive bonus. It's not like there aren't people who just prefer to play the bad guy, so why just punish the good people? And finally, can anyone think of any other examples of this sort of logic stretch or games that do it better?
Alright, so I've finally become the king, and now I have to decide on various subjects ranging from what to do with child labor laws and schools. The thing about these decisions is that the good options always cost money... or at least don't give any benefits. Now, money is very important at this point, as each gold you have in your treasury is another life saved later on. But some of these losses are fairly stupid and show how little choice there is in these games.
For example: You're asked what to do about a drinking limit. It's a small issue that comes up out of nowhere and likely doesn't have long-lasting effects. The options are to ban the drink to commoners completely, remove the limit, or leave it as is. The first is the 'bad' option and gets you a few hundred thousand gold, as the rich would still be allowed to drink and would pay you off for making the law. The second 'remove limit' option is the 'good' option, and loses you I believe about 100,000 gold. The third keeps things normal. Now this makes no sense to me. The second option should increase the economy, which should allow for more taxes to be collected on the alcohol, and therefore give you money. At the very least I can't see how it would make you lose money just for removing the limit. And why can't I put a decent tax on alcohol while making it legal to drink as much as you'd like? That would provide a good bit of gold to help fund the army I need while making things not quite as bad as they were. And why can't I fire that new annoying schedule person who works for me and replace him with John Cleese (Jeeves)?
And just after that you need to decide weather to drain a lake to mine it resources or leave it alone. The leave it alone options (good) cost you somehow when you're not actually doing anything. How does that make sense?
For example: You're asked what to do about a drinking limit. It's a small issue that comes up out of nowhere and likely doesn't have long-lasting effects. The options are to ban the drink to commoners completely, remove the limit, or leave it as is. The first is the 'bad' option and gets you a few hundred thousand gold, as the rich would still be allowed to drink and would pay you off for making the law. The second 'remove limit' option is the 'good' option, and loses you I believe about 100,000 gold. The third keeps things normal. Now this makes no sense to me. The second option should increase the economy, which should allow for more taxes to be collected on the alcohol, and therefore give you money. At the very least I can't see how it would make you lose money just for removing the limit. And why can't I put a decent tax on alcohol while making it legal to drink as much as you'd like? That would provide a good bit of gold to help fund the army I need while making things not quite as bad as they were. And why can't I fire that new annoying schedule person who works for me and replace him with John Cleese (Jeeves)?
And just after that you need to decide weather to drain a lake to mine it resources or leave it alone. The leave it alone options (good) cost you somehow when you're not actually doing anything. How does that make sense?
So for those who didn't read all that, my point is why do so many choices in games such as Fable (aka those with 'black and white' moral choice systems) seem to reach so far just to make one option more appealing, to the point where it doesn't make much sense? Why does being 'good' almost always end up costing you something, while the bad options always seem to give you a positive bonus. It's not like there aren't people who just prefer to play the bad guy, so why just punish the good people? And finally, can anyone think of any other examples of this sort of logic stretch or games that do it better?