Everything in Army of Two: The 40th Day. Great game, but the moral choices are still freaking pointless.
I don't think there was any Moral choices in it or any other Final Fantasy game.dthvirus said:Someone told me that FF7 was horrid with moral choices. The story wouldn't change if Cloud was a super ass.
Dragon Age did a good job with it so far. I sorta like it. I'll reserve judgement until I beat the game though.
See this I find a little odd. I liked Fallout 3 and enjoyed that the moral system was basically tucked away. I didn't want to suddenly gain extra magical powers just because I was particularly nice and patted some dogs or that I was particularly nasty and kicked them. It was just a register that ticked away quietly in the background. Adding game mechanics would have taken some of that away.syndicated44 said:Fallout 3 probably had the worse moral system in this list primarily because it was useless. but the game. The only thing that came of it was whether or not you could get a follower or not and if either mercs attacked you or Wasteland PD. There was no real gamechange out of it hell there werent even perks that based themselves on how evil or good you were. It was tacked on and completely useless.
Want to know how to make moral systems work? Dont implement them. If there is a moral system let it run silently in the back and change subtle things because in the end their the ones with exclamation marks over their head and your the one with the big sword (or gun) and they will ALWAYS need you.
Because changing sides before the end-point wouldn't 'adjust' the main storyline, it would replace it entirely. Think about it, in the overwhelming majority of stories the side you're on is going to seriously influence what locations you have to visit and what you're going to do there. Actually creating a single story that can accomdate this is a nightmare for writers, because there are very few basic structures that can be bent and twisted in this way while still mataining decent coherence.Ranorak said:Why?!
Why isn't there a game that I can actually join the bad guys if I want to?
A game where the moral choices don't just give you a slightly different ending cinematic. A game where you can actually be a massive bastard and adjusts the main story or quest to it.
You are probably right, like so many have pointed out before.MetricFurlong said:Because changing sides before the end-point wouldn't 'adjust' the main storyline, it would replace it entirely. Think about it, in the overwhelming majority of stories the side you're on is going to seriously influence what locations you have to visit and what you're going to do there. Actually creating a single story that can accomdate this is a nightmare for writers, because there are very few basic structures that can be bent and twisted in this way while still mataining decent coherence.Ranorak said:Why?!
Why isn't there a game that I can actually join the bad guys if I want to?
A game where the moral choices don't just give you a slightly different ending cinematic. A game where you can actually be a massive bastard and adjusts the main story or quest to it.
I do actually know of a couple of games (mainly from the Escape Velocity series) where this has been done, but in those cases 'finishing' the game involved choosing one of a variety of highly linear story-lines and then following them to completion. They certainly weren't what you'd class as RPGs, and had more than a hint of the sandbox about them to begin with.
Given most WRPG fan's unceasing demand for ever increased freedom and choice within the overarching story, to implement this would almost in effect require them to design another game on top of the original, as it would need a alternate storyline with different locations and quite probably different characters. Again, this isn't impossible but it would mean that both side's storylines would have to be a fair bit shorter and/or less developed than the 40+ hour epics that RPG fans tend to call for. Even if this were attempted, it would probably backfire as more people would start clammering for even more options 'I want a neutral option' or 'I don't want to pursue a macguffin quest, I want something completely different' etc.
TL;DR
Because stories need to be linear if they're going to be told well. Trying to allow for the option to do a complete reversal of their starting goals would stretch any single storyline to breaking point.
Possibly my favorite game ending of all time.Otterpoet said:The Dark Side ending for Star Wars: Knights of the Old Republic is an exception, but definitely a rarity. Have your friends murder one another, destroy the Republic fleet, conquer the galaxy, and get a smexy Sith apprentice... yep, good times.
Me to. I blamed my overactive trigger finger.Spookimitsu said:I shot that bastard right between the eyes. Why would you move like that if someone has a gun on you?marter said:I think it's because of how difficult it would be to program a Moral Choice System that was supposed to mimic real life. There are so many different choices, that if each one actually made a significant impact, there would have to be thousands of possible choices.
Heavy Rain did morality in a pretty decent way I found.
I hate to gush so much about the Persona series, and I truly despise sounding like a fanboy... Especially when I am a fanboy, but I think that the Persona series does what Bioware consistently fails to do:Turing said:Lets hope developers take a cue from Bioware, cause although their games are far from perfect, I think they're on to something that could turn into something extremely rewarding with the moral choice possibilities they've shown in their last couple of games.
To be fair towards Fable:Ranorak said:First of all, I used the search tool to see if there were topics like his, I couldn't find any, but I might be horribly wrong.
Moral Choices in games happen more often, especially in (western) RPG's.
Some are a clear 2 way system of either good or bad. (fable)
Some are more about being a nice guy or a dick. (Mass Effect)
And some are about freedom and restraints. (Fallout / Oblivion)
But I usually get the feeling these moral choices matter so little.
Lets take for example Fable, Fallout 3 and Oblivion. You can be a murderous bastard, a stealing thief and causer of mass genocide, but still the game expects you to save the world.
In Fallout 3, even though you blow up Megaton, kill everyone you meet, help slavers raiders;
Your daddy will still love you and sacrifice himself for you so you can save the world. And you have to in order to finish the game.
Fable has the same, you're a guard killing, people murdering S.O.B, the smoke from your eyes is poison to the very touch, but you still end up saving the world.
Why?!
Why isn't there a game that I can actually join the bad guys if I want to?
A game where the moral choices don't just give you a slightly different ending cinematic. A game where you can actually be a massive bastard and adjusts the main story or quest to it.
Imagine Oblivion if you could actually enter the portals and help the demons. Rule the land with an iron fist.
Not just a moral system placed in to dick around during free-roam mode, but has actual influence on the game itself.
As far as I know, no such game exists. How would you imagine this?