Most modern RPG's have a similar system of judging how good or evil your character is. In KOTOR this amounted to a Jedi/Sith scale, Mass effect had Paragon/Renegade even Bioshock let you choose to murder little girls or leave them to roam around a fast disintergrating underwater complex. Now obviously these scales are arbitrary and not really adequate, most people would agree that they're not the best solution. I recently started playing a relativley unknown game called Fallout 3, this game has a revolutionary system that lets you play as a neutral character with benefits equal to being good/evil. The problem is that to stay neutral every once in a while you'll have to do something evil, for instance you can shoot a beggars legs off when he asks you for water. See since every time you do somthing good you get good points, you have to balance them out. Free a prisoner from the supermutants, why not enslave them to balance things out.
With the realistic graphics games have these days is it necessary to tell us that killing that unarmed pensioner was evil. Back in the days of Fallout 2 my character forced her Lesbian wife to work as a fluffer on a porn set before selling her into slavery, it wasn't a big deal, it was hard to become attached to those pixelly characters. However, when a well rendered virtual woman whose been selling her body just to survive asks me to save her from sexual slavery in Fallout 3 then the moral choice is clear, even without the Karma points.
Books and films rely on the emotional response of the consumers to create drama. Now that video games are reaching a point where they can create emotional situations isn't it time to retire these old imersion breaking mechanics.
With the realistic graphics games have these days is it necessary to tell us that killing that unarmed pensioner was evil. Back in the days of Fallout 2 my character forced her Lesbian wife to work as a fluffer on a porn set before selling her into slavery, it wasn't a big deal, it was hard to become attached to those pixelly characters. However, when a well rendered virtual woman whose been selling her body just to survive asks me to save her from sexual slavery in Fallout 3 then the moral choice is clear, even without the Karma points.
Books and films rely on the emotional response of the consumers to create drama. Now that video games are reaching a point where they can create emotional situations isn't it time to retire these old imersion breaking mechanics.