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I hate moral choice systems. I hate them for much the same reason that Yahtzee does. But I've always liked the idea of moral choice systems, or at least choice systems. What you find interesting or important or moral or whatever impacting your gameplay...that's fascinating to me. It's part of why I like Katawa Shoujo so much. You have a variety of stories, each with different characters and a different tone and with different exploration of the world depending on what you as a player chose in the game. I want to apply that type of design to a game that I'm making, but I'm having no small amount of trouble. Allow me a purposefully vague example about a TV show, because reasons:
One character, physically fit, proud, and with a minor hero complex, dresses up and plays hero. She gets a big head and her friends conspire to undermine her efforts and leave her with frighteningly low self-esteem by beating her at her own game, all the while teasing her about it and giving her some lesson as to what she was doing was immoral because she was hogging the spotlight.
Naturally, this storyline rubbed people the wrong way, and while the character accepted it, the fans felt that if they were writing the character right, she'd probably never want to be friends with those characters again. So I got to thinking, while I was thinking about "moral" choice systems in games. What would happen if she did react realistically? In my head, she goes to the next town over and hides, beaten, betrayed, alone, and depressed in a bar. This leads to her meeting some washed up superhero writer who sees her plight and the chance to make a real life superhero out of her. Her outfit, a spot-on parody of the Batman, symbolizes that betrayal (because it was her outfit before) and also her new decision to be a hero, partially out of spite for her friends, partially because of the hero complex, partially because of her shifting moral compass and attitude, and partially because she's pretty good at it.
But her friends, obviously, want to make nice and get her back home. They attempt to contact her and reconcile, or something like that. All while there is some big bad or something because this has to have a plot. Forgive me, I didn't think too much about that part because this is just an example.
So, you have two extremes: Hero/lone wolf, who is bitter, shifting her loyalties on protecting the city she now lives in (because that loyalty has to go somewhere) and exploring her personality outside of being loyal and a good friend all while exploring and having to live with her own weaknesses as a hero (she's none too bright and stupidly stubborn and headstrong).
Aaaand Loyal friend/something something who feels that deep desire for reconciliation. While she is hurt, as the events of the game progress, she's open to mend friendships and eventually become friends again, even if it will never be the same.
Unlike Katawa Shoujo, this isn't supposed to have a wildly different tone, in my mind. It's supposed to be one consistent narrative that has drastic changes depending on what the player feels (just like my examples). This should also have a combat system (I believe the term is action RPG? Think Infamous in that regard. Real time combat with RPG elements). How do you have these choices effect the combat without
A) Running into the "rewards are given to the biggest saints and the biggest cocks" issue.
B) Making the player unsatisfied because they're not happy with the changes to the combat so that they have to make choices they don't want to make to get a system they're happy with.
And how do you implement a system with two extremes, or even just many paths a player can take to affect the story, without changing the tone drastically? And don't get me started on sidequests...
Basically, if you had to make a system where player choice impacted the story in huge ways that changed gameplay in the same fashion WHILE making the tone consistent and satisfying the player, what would you do?
I hate moral choice systems. I hate them for much the same reason that Yahtzee does. But I've always liked the idea of moral choice systems, or at least choice systems. What you find interesting or important or moral or whatever impacting your gameplay...that's fascinating to me. It's part of why I like Katawa Shoujo so much. You have a variety of stories, each with different characters and a different tone and with different exploration of the world depending on what you as a player chose in the game. I want to apply that type of design to a game that I'm making, but I'm having no small amount of trouble. Allow me a purposefully vague example about a TV show, because reasons:
One character, physically fit, proud, and with a minor hero complex, dresses up and plays hero. She gets a big head and her friends conspire to undermine her efforts and leave her with frighteningly low self-esteem by beating her at her own game, all the while teasing her about it and giving her some lesson as to what she was doing was immoral because she was hogging the spotlight.
Naturally, this storyline rubbed people the wrong way, and while the character accepted it, the fans felt that if they were writing the character right, she'd probably never want to be friends with those characters again. So I got to thinking, while I was thinking about "moral" choice systems in games. What would happen if she did react realistically? In my head, she goes to the next town over and hides, beaten, betrayed, alone, and depressed in a bar. This leads to her meeting some washed up superhero writer who sees her plight and the chance to make a real life superhero out of her. Her outfit, a spot-on parody of the Batman, symbolizes that betrayal (because it was her outfit before) and also her new decision to be a hero, partially out of spite for her friends, partially because of the hero complex, partially because of her shifting moral compass and attitude, and partially because she's pretty good at it.
But her friends, obviously, want to make nice and get her back home. They attempt to contact her and reconcile, or something like that. All while there is some big bad or something because this has to have a plot. Forgive me, I didn't think too much about that part because this is just an example.
So, you have two extremes: Hero/lone wolf, who is bitter, shifting her loyalties on protecting the city she now lives in (because that loyalty has to go somewhere) and exploring her personality outside of being loyal and a good friend all while exploring and having to live with her own weaknesses as a hero (she's none too bright and stupidly stubborn and headstrong).
Aaaand Loyal friend/something something who feels that deep desire for reconciliation. While she is hurt, as the events of the game progress, she's open to mend friendships and eventually become friends again, even if it will never be the same.
Unlike Katawa Shoujo, this isn't supposed to have a wildly different tone, in my mind. It's supposed to be one consistent narrative that has drastic changes depending on what the player feels (just like my examples). This should also have a combat system (I believe the term is action RPG? Think Infamous in that regard. Real time combat with RPG elements). How do you have these choices effect the combat without
A) Running into the "rewards are given to the biggest saints and the biggest cocks" issue.
B) Making the player unsatisfied because they're not happy with the changes to the combat so that they have to make choices they don't want to make to get a system they're happy with.
And how do you implement a system with two extremes, or even just many paths a player can take to affect the story, without changing the tone drastically? And don't get me started on sidequests...
Basically, if you had to make a system where player choice impacted the story in huge ways that changed gameplay in the same fashion WHILE making the tone consistent and satisfying the player, what would you do?