Machines Are Us said:
MaxTheReaper said:
EDIT: Though I will admit, I find it easier to be a dick in real life than I do in game.
I'm not sure why.
As do I, I know the reason why though.
In real life people usually deserve it. In a game such as Fallout 3, you have to force yourself to be nasty because the good people never deserve it and killing evil people (even when they are pricks) gives you good karma.
Pretty much this, I like to kill those who have it coming. Some video games give me people worth killing, like Saint's Row 2. It is also why I like choices but hate the usual karma systems. What I have always found deliciously ironic is that Oblivion has almost a perfect karma system and it seems like they did it in passing.
Check it, you have fame and infamy there. Then you have people's reactions and the reactions of the altars but if you have a high bounty on your head, then bandits, marauders, and vampires actually start to deaggro as you find them. Now a number of quests take into account whether you are famous or infamous but beyond that, there isn't some huge effect.
Your skills and abilities remain the same, it is the choices that change. All Oblivion had to do for a perfect karma system is make a slight emphasis on those choices. With a couple exceptions, there is no reason to be good or evil. I can't talk Marauders, Bandits, or Vampires into banding up with me and raiding a village for plunder. Any followers you can get through quests, you can only have one of that type at a time and followers only tend to be remotely useful in a group. If you're evil, you can't become a Lich or a Necromancer.
I think what Pete actually needs to do is worry about making the morality system fun, not an arbitrary way to pretend to interact with cretin NPCs but actually fun. If you want to do bad deeds, give those deeds merit and weight. Same for good. Allow Evil players a chance to do some interesting levels of villainy that have their own plot arcs, Like lure in villagers for some horrid purpose. Also, have quest strings of various shades of gray. Sure have the set of quests for the blackhearted bastards, murder, ritual sacrifice, raiding. However, also have the morally dark gray, like bank heists, burglary, protection rackets. Make sure to balance that out with Good. Good players can deal with protecting villages from raiders, hunting down evil necromancers and warlocks, playing detective against werewolves/vampires/murderous villains, breaking up nasty gangs, or even leading a set of raids like a crusade.
Check this, on Oblivion, with all the DLC for Xbox 360, I decided to clear all my infamy and don the Divine Crusader armor again. I even bothered to buy a white horse and kit it out with steel armor for effect. Then I grabbed a Knight of the Nine follower and a Battlehorn Man at Arms for a self given quest (Yes I love the game but am that bored.) We went Necromancer Lair raiding, my own made up crusade. I loaded up on custom spells that were personal buffs and buff/heal other spells, then we went in. I was thinking... Ya know, this would be a great thing for Good Characters to actually get credit for. Imagine if Fable or Oblivion gave you NPCs (competent ones that could let you fiddle with their gear if you have better for them) as a personal crusading crew and you could do a repeatable quest to raid a number of temples/lairs/ruins to "purge the evil ones" It could even be a fair bit random. One time you do it, you have to clear out bandit camps for the area, another time Vile Necromancers. Do the string of raids, get paid/karma/high score/whatever.
Then for evil, perhaps something similar, rob X number of stores/banks/caravans, attack X number of villages, etc. You get the idea. Actually feel like you are doing vile or heroic deeds instead of a bunch of petty chores. Hell, with the use of factions, you could even give the above idea a lot of variety. Perhaps one minute you are fighting bandits from a caravan and the fight has a few more waves to lengthen it til nightfall when you all become attacked by vampires drawn to the bloodshed or Necromancers looking for a distracted group to body raid. Head into a Necromancer Lair one of the times only to find out that they have allied with a small pack of vampires. Deal with vampires and every so often, you find they have a lot of mid level werewolves obeying them. Of course, evil can run into complications which aren't too hard to ponder out. Raiding a bunch of store fronts only to find beefed up security or even magical security of that second village from the end of your list has paladins beef up the militia.
Some of these, taking away a timer, give players a personal reward if they do recon. Check out the necromancer lair and see if anything funny is going on before you run in this, sword and spell slinging. Scope out the stores you plan to rob to know if they have a golem by the vault.
And for those loners who want to be morally gray, they could have a load of mercenary quests, like being called for protection for a village or a store or a necromancer's lair.

They could make a great moral bridge between the two over arching moralities and connect the quests together, storywise. Obviously the idea would need to be fleshed out more to give a feeling of accomplishment but the basic point is this. If you are going to have a morality system, make it actually worth a damn besides determining what color of sparkles float out of your ass. Area based benefit and consequence. If I am a famous paladin of virtue, lemme feel like it by giving me the option to do holy nonsense. If I am a vile necromancer/vampire/whatever, make me feel like I actually made a choice besides hair color by allowing me access to evil things to do. Perhaps it could be fun if I am a powerful outlaw to kill a bandit leader and gain a small bandit crew, then raid the hell out of caravans and the like.
And of course, this leads to a quick thought, most of these ideas should not work off a timer. Stuff like Caravan raids or protecting a village could work off a timer with failure counting against your karma. If they got on a crusade to clear out lairs, don't time it but perhaps cancel that particular raid if they wander into a non-related dungeon.
Sorry for the size of this rant but it is something that has always bugged me. I never thought that this was a unique or magical idea but I never see it truly implemented. Oblivion could have done this, Fable could have done this. Infamous is now my favorite example of a morality system only there for a moral wank with no actual choice impact, IE doing it wrong.
/rant
EDIT: I need a thread slayer badge...