Poll: Do you play the Hero, or the Villain?

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happyninja42

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Pretty straightforward. Some games give you a moral choice of how to play your character. Mass Effect, inFamous, Fallout, etc. They all let you decide if you're going to be someone who is helpful to the people around you, or an asshole who blows up cities with nukes, and kills puppies, and, well, whatever other nefarious things the developers can think up for you to do for lulz.

So which are you? I play Good Guy, mainly because I like helping people, and don't really get any enjoyment out of playing an asshole, even in a simulation. I mean, I get the desire to indulge that part of your personality, I just personally don't have that desire.

So what about you? Are you Paragon or Renegade? White Hat or Black Hat? Optimus or Megatron?
 

Darth Rosenberg

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Unless I'm RP'ing something specific, I always tend to bring my own moral compass into games, ergo I'm typically rolling the Paragon route.

Mass Effect's binary system kinda sucked as an overall piece of design, but I did appreciate how Renegade didn't always mean 'I'm going to start killing puppies' - it could just be a more forceful, bolshy approach to achieve the same ends. So I'd definitely appreciate more such nuances and greys in the Good Guy/Bad Guy approach.
 

Silentpony_v1legacy

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Whichever one has the best gameplay to be honest. Like Jade Empire had a 'moral' system but being a dick just meant turning down side quests, many of whom unlocked new abilities, areas, characters, etc...

So being a dick literally took away gameplay and made the game shorter and less interesting.

Mass Effect was slightly better, but the renegade option just felt...lame? Like you can answer all the reporter lady's questions or assault her on live TV in front of hundreds of people, with millions more watching on vid-screens?!
And the Alliance doesn't have you in the brig in minutes?! It doesn't really feel like the bad option if there are never any consequences or follow-up, aside from a fucked up face(that can be changed with surgery anyway)

I forget which episode it was, but Yahtzee once said something like 'if there are two equally valid, equally canonical endings on one disk then the evil option is just irrational."

Now if its a choice between being a little baby kitten playing with a ball of yarn(the 'good' option) or playing as Captain Ithuriel of the Blood Angels 107th Assault Company during the Battle of Terra, and you're on the Palace Walls while a horde of daemons and World Eaters come charging the battlements(the 'bad' option) then I know which gameplay choice I'd make.
 

RJ 17

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Nov 27, 2011
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Yay! I get to be "that asshole" who says "Depends on the game, really..." because my decision...well...depends on the game, really...

If it's a question between good and evil - as with KotOR - then I'll tend to go evil since in such games the evil options tend to be "cartoonishly evil". Like if you go straight Dark Sider in KotOR, you can practically see your character twisting their handlebar mustache while letting out a "Nya-hahaha!" kind of laugh. Then there's games like ME where your choice isn't between good and evil, it's a choice between good and fucking asshole, and there really isn't much fun to be had if you're a fucking asshole.


Granted, there's a couple silly ones in there, but for the most part it's the kind of dickish behavior that makes you stop and say "Wow...what a dick..."
 

DementedSheep

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Leaning more towards hero most of time.

In a lot of games evil is cartoonishly evil, sometimes good for a laugh at how ridicules it is but I find it hard justify as anything someone would actually do beyond being characterised as "LOL so crazy". Especially since a lot of the time doing that shit would fuck you over in the long run. There is also a problem in that evil options tend to "reward" you by skipping content. You killed a character so their plotline is ended and there is no follow up. You threaten someone to get what you want so you don't do the side quest to get them to help you willingly. I played dragons dogma recently and
you can sacrifice your beloved so that the dragon just leaves rather than needing to fight it, you retain immortality and become the duke/duches. Fuck that! I want to fight the dragon. I would assume you also miss out on all of post game and Everfall from that choice.

By default I don't played a shining knight who refuses all rewards for help though. If I come across someone being attack I'll accept a reward if it's offered but not demand one however if someone hires me to help them sob story or not I expect them to pay what they are able to.
 

Sniper Team 4

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Hero. Always the hero. I play video games to stop bad guys, not be them. A few times I will cross a line, such as Shepard shooting the traitor in Mass Effect 3 instead of Ashley, but those are rare indeed and only happen when the 'bad' option is done to someone who entirely deserves it. Again, like the traitor.
 

DoPo

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Jan 30, 2012
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Happyninja42 said:
Pretty straightforward. Some games give you a moral choice of how to play your character. Mass Effect, inFamous, Fallout, etc. They all let you decide if you're going to be someone who is helpful to the people around you, or an asshole who blows up cities with nukes, and kills puppies, and, well, whatever other nefarious things the developers can think up for you to do for lulz.
Eh, I got mislead by the poll. Looking at just that, I answered "Villain" because it is so very rare that a game would give you "good/evil" choices in some fashion and the latter would turn out to be any form of coherent (which I'd expect from a villain) and not just "i kill puppies for satan".

Actually, fuck - I want to clarify - "i kill puppies for satan" is a better game than most evil alternatives I've seen. And in there you literally play somebody who does petty evil acts to appease your dark master.

Anyway, back to the quote - I did not find Mass Effect to really give very meaningful "evil" options. OK, I know Renegade isn't actually evil, but I'm just sticking to the terminology. Sure, Mass Effect does get points for not calling them good/evil and not tieing them to those exact concepts. It, however, loses points because how fucking random the Renegade some options are. And moreover, making the player have to fill up either meter in order to be able to unlock the better dialogue options. You can either go Paragon, which makes perfect sense most of the time and there are almost no backsides if you use it, or you can go Renegade, piss off a lot of people[footnote]and remember - the intention is that you have to do it, otherwise are just going to piss off more people, if you can't use the better dialogue options[/footnote], potentially skip out on some side quests (very few, at least though) and overall make some poorer choices. Some of the Renegade options are great but not all of them, while with Paragon, you are usually just getting something that's effective for the situation.

The Paragon/Renegade system imposed an unnecessary level of restriction on what your character could do. In the end, I ended up cheating my way into maxing both of these. The game was better when I wasn't given a single course of action. Sometimes diplomacy works, occasionally, wielding force and fear is a more effective tool, however.

As for Fallout, at least when I played 3, I never felt particularly "evil". I chose the more diplomatic options, but also looted a lot of private property. Quite far into the game, I actually decided to check my morality meter, and it was leaning towards "evil". Wasn't totally evil, but at least half-into it. So, just by mucking around, I managed to become a bad person...yeah, I didn't feel evil.

Sure, you could go on and say that "yeah, everybody is the hero in their own story" but that's not it - if I am to play evil, it would be because I like it. In Arcanum, you may be given some pointless quest in exchange for information how to proceed...and then you can murder the quest giver, raise his spirit using black necromancy, and force him to spill the beans, without having to do his pointless tasks. That's evil. It's also awesome. As a contrast, in Neverwinter Nights, you can save a baby from a burning building and when you later talk to the mother, you can give her back the baby (good option), ask for a reward (neutral), keep the baby (evil). That's lame. What the fuck would you do with a baby? And indeed, there is nothing - it just takes up inventory space[footnote]well, there is one thing - if you keep the baby until you get to THE NEXT EXPANSION and a some good time in it at that, you can actually feed the baby to a machine. Nothing really extraordinary happens, but you get some more evil points. It's more of an Easter egg.[/footnote]. Indeed, Neverwinter Nights was littered with similar examples. Same goes for KOTOR - would you renounce an award for Light points, take it, or demand an insignificantly larger award for Dark Side points? Lame. The more "extreme" options would involve something that amounts to help a granny across the street (good), help her across the street in a more neutral way (like, taking a candy she offers as a reward), murdering the granny. This is also lame - the evil option accomplishes nothing, serves no purpose and is ultimately meaningless. Even "self-first" justification doesn't help, as it justifies nothing. It's like what a child would come up with. Heck, if it were up to a child, chances are they'd make up something stupid but at least amusing - my little cousin used to think crabs were eally scary, so he'd probably have suggest throwing the granny in a pit filled with crabs, or dumping a bucket of them on her. That's also stupid but at least funny.

A lot of time you get really dumb "evil" choices, as well - if you play good or at least neutral, when somebody asks for help, you can give it which leads you to more stuff - story, money, items, XP, upgrades. If you are determined to play evil, you would tell them to go fuck off and not get anything out of it.

So, in summary, if any game allows me to play evil and it doesn't come off as idiotic, then I'd probably play it. Otherwise, probably not.
 

Lufia Erim

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The asshole. It just so much more fun, engaging and usually rewarding. Funny how that works. It's almost like games are designed to make being a dick more fun.
 

FightingFork

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In games that let me, I find I usually go 3/4 hero and 1/4 villain. In ME3, I was a Paragon who dabbled in being a Renegade.

If I don't have a choice, I usually go hero, and if the game is good enough to replay, I may try the villain route. I tend to invested more in being a hero for the sake of being a hero...but being a evil for the sake of being evil only amuses me for so long. If the whole thing is morally grey, so much the better.
 

09philj

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Hero. I'm just not good at being malicious, even if t's just to game characters.
 

MiskWisk

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I'm another one of those who play hero generally. It's not just because villainous choices are cartoony most of the time but because I genuinely dislike going against my morals even in games. That said, I will occasionally take a slightly more selfish option if the consequences for doing so aren't too severe. I suppose the best way to explain it is if I had the choice about saving ten strangers or one friend, I'd save the friend regardless of the moral issues. I'd feel shit about it and my decision could change with more information but my general thought would be "which am I emotionally invested in?"
 

DefunctTheory

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When given a choice, I tend to gravitate towards being the 'good guy.'

However, I do thoroughly enjoy games where you are the bad guy, full stop, and I'll go full on evil if I'm given a villain spectrum instead of a hero spectrum.
 

God'sFist

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I will be the darkness that looms, I am the bump in the night that comes for your soul, I am the sickness that takes away your family, I am the guy who plunges a world into darkness to satisfy my need for power, and I am the one who took your candy when you where a baby.

OT: I prefer to be evil no matter how cartoonish. I have always loved the "edgy" stuff I'm a sukker for it. I tend to go for the evil side first and if I feel like it I might do a good run. I don't know why I enjoy evil so much but I always feel at home in the dark side.

 
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pretty much always the hero, not because I *need* to be the hero, I just hate going against my moral compass, I love helping people and hate injustices.

Now, that doesn't mean I will choose "light side" every time, if someone is just a scourge of the galaxy and is beyond redemption, I have no problem taking them out back and putting one in the brain. but pretty much everything else is pro-good guy decisions.
 

happyninja42

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DoPo said:
Happyninja42 said:
Pretty straightforward. Some games give you a moral choice of how to play your character. Mass Effect, inFamous, Fallout, etc. They all let you decide if you're going to be someone who is helpful to the people around you, or an asshole who blows up cities with nukes, and kills puppies, and, well, whatever other nefarious things the developers can think up for you to do for lulz.
Eh, I got mislead by the poll. Looking at just that, I answered "Villain" because it is so very rare that a game would give you "good/evil" choices in some fashion and the latter would turn out to be any form of coherent (which I'd expect from a villain) and not just "i kill puppies for satan".
Sorry, some of the examples I gave might've been vague. I know Renegade isn't really "evil", I was mostly just giving examples of a binary morality system in a video game, which usually translates to "Hero/Villain". Considering some of the things you do as a Renegade, depending on your own moral compass, you might say they were evil acts. But that's another discussion. It was mostly to just ask the question of "in a binary morality system, do you go the good route or evil/bad route"


DoPo said:
wall of ME text
Fair enough, I would agree the system isn't that good. It was merely a commonly known example I tossed out there, to help establish what kind of game I was referring to.

DoPo said:
As for Fallout, at least when I played 3, I never felt particularly "evil". I chose the more diplomatic options, but also looted a lot of private property. Quite far into the game, I actually decided to check my morality meter, and it was leaning towards "evil". Wasn't totally evil, but at least half-into it. So, just by mucking around, I managed to become a bad person...yeah, I didn't feel evil.
Yes, but you do acknowledge that the game gives you the option right? I mean, there is no reason for blowing up Megaton, other than "lulz! Look at those fuckers die!" I mean seriously, you agree to do it, from a guy who simply wants that town out of his field of view from his home. That's....kind of an evil, dickish thing to do. xD Sure you might not actually choose those options (and in that case, i would say you would be the "hero" option).


DoPo said:
A lot of time you get really dumb "evil" choices, as well - if you play good or at least neutral, when somebody asks for help, you can give it which leads you to more stuff - story, money, items, XP, upgrades. If you are determined to play evil, you would tell them to go fuck off and not get anything out of it.
I agree, most of the games don't establish a good "evil" action. Yahtzee gave a good explanation on how you make a real evil choice. You make it the shittier option, but that it provides an easier solution to your problem. "Yes you could save up your money, and get in good with the local call dealer, to unlock the vehicle for you to drive around the city in, or you could just steal a car and be done with it." Few games actually give you that choice. The best examples I can think of were inFamous 1 and 2. I don't know about the other game, haven't played them yet. But the evil choice usually had a very tangible benefit to you, but at a price.
 

DoPo

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Jan 30, 2012
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Happyninja42 said:
DoPo said:
wall of ME text
Fair enough, I would agree the system isn't that good. It was merely a commonly known example I tossed out there, to help establish what kind of game I was referring to.
I wanted to mention it there...but I forgot - I actually rather liked Dragon Age: Origin's system. Namely, there is no good/evil meter. You are free to act as you please then, unlike ME - you can try to be as helpful as possible, however, you are also free being a complete douche to somebody who was a complete douche to you. The only sort of "moral meter"-like mechanic the game gives you are your companion's reactions to your actions. And even then, it only measures how others perceive you. Which fits perfectly well with how the moral meter is supposed to work in a lot of places.


Happyninja42 said:
DoPo said:
As for Fallout, at least when I played 3, I never felt particularly "evil". I chose the more diplomatic options, but also looted a lot of private property. Quite far into the game, I actually decided to check my morality meter, and it was leaning towards "evil". Wasn't totally evil, but at least half-into it. So, just by mucking around, I managed to become a bad person...yeah, I didn't feel evil.
Yes, but you do acknowledge that the game gives you the option right? I mean, there is no reason for blowing up Megaton, other than "lulz! Look at those fuckers die!" I mean seriously, you agree to do it, from a guy who simply wants that town out of his field of view from his home. That's....kind of an evil, dickish thing to do. xD Sure you might not actually choose those options (and in that case, i would say you would be the "hero" option).
Yeah, the option was there to blow up Megaton. I never did because it was really a stupid option.

Now, since I'm talking about it, I suppose I could just try to improve it. Bethesda style! And for that, I would use a quest from Morrowind. OK, so first of all, Morrowind wasn't known for the grand scale of evilness you could do, yet it was there - you can kill anybody, go and depopulate some cities, and then still finish the main quest with no problem. Sounded pretty evil and didn't need explicit pointing out.

But that's not actually what I was after - I'm going to use something completely different, it's a quest from the main questline of the mage's guild. It's given to you by the arch-mage Trebonius Artorius and it's called "Mystery of the Dwarves". Basically, for anybody who hasn't played it (don't worry, it's not a really big spoiler) when you get to ask the guy what to do next, in order to advance in the Mage's guild, he'll go "Oh, could you just find out what happened with the dwarves? Kthxbai". See, he's a bit...senile. Or wacky, if you wish. At any rate, just strange and old. As for the dwarves thing - well, it's not actually something you just go and find out - in-universe, scholars have spent years only to be met with more questions than the ones they started with. The dwarves are a really big mystery - his equivalent to a teacher saying "For homework for tomorrow, can you find if alien life exists or not? Kthxbai". Essentially you are given an impossible quest. Now, as it happens, as part of the main quest, you manage to find some information about the dwarves and you can actually return it to Artorius for a (measly) reward but the quest itself is supposed to be nigh impossible in-universe.

So, we could have something very similar. An old and quirky but harmless guy asks you for something impossible - this time, it's to blow up Megaton. The reason needs to still be reason, of course. For this to work, it also has to be more firmly established that the bomb is supposed to be super inactive and not a threat at all. However, old quirky guy reasons that since it's a bomb, it can blow up. Anybody else would tell you that it's not possible. Way later in the game, however, you manage to come across something that could activate it. Or maybe just another bomb. Or whatever - point is, you come into the means to blow up Megaton and that's not actually expected by anybody. You can do it, to which the old guy would respond with "Oh, sure thanks" and hand you something like, I dunno, 100 caps for your trouble.

It's not painted as evil at that point, because the guy who gives you the quest doesn't really mean harm because he's senile. As such, it's not really his fault that somebody followed his insane ramblings. Still, if you did do it despite that, it must have been more for your benefit than his. The "reward" cements that, as 150 caps shouldn't matter further down the line. Oh, and, of course, you willingly caused massive destruction and the deaths of many people. That's pretty evil.

Happyninja42 said:
DoPo said:
A lot of time you get really dumb "evil" choices, as well - if you play good or at least neutral, when somebody asks for help, you can give it which leads you to more stuff - story, money, items, XP, upgrades. If you are determined to play evil, you would tell them to go fuck off and not get anything out of it.
I agree, most of the games don't establish a good "evil" action. Yahtzee gave a good explanation on how you make a real evil choice. You make it the shittier option, but that it provides an easier solution to your problem. "Yes you could save up your money, and get in good with the local call dealer, to unlock the vehicle for you to drive around the city in, or you could just steal a car and be done with it." Few games actually give you that choice. The best examples I can think of were inFamous 1 and 2. I don't know about the other game, haven't played them yet. But the evil choice usually had a very tangible benefit to you, but at a price.
What I'd like to see is a game where being good is more of a struggle. The binary path systems usually do discourage you from being evil - while you do get resources faster in the beginning, it's not unusual for that not to matter in the long run. At most, you'd be able to get, like, a +3 sword, while a good guy would still be swinging +2. And a couple of hours later, both sides would be rolling in dough anyway. However, there are discouragements - evil is usually more stuff, but as you pointed out, at a cost. You may need to remove a shop keeper (be it kill, or drive out of business) in order to get money and/or good equipment, but at the same time, you loose access to that merchant in the long run. That might not be desirable. Also, a lot of games do the "dark side look" where being evil literally makes you look evil. Fable, KOTOR, Mass Effect all did it, for example. And looking evil is usually bad, not as much "badass" - in KOTOR Dark Side users look sickly and like walking corpses; in Mass Effect, Shepard just looks broken; in Fable, you get horns and glowing red eyes, however, all villagers run away from you, which is pretty annoying (you may need to chase down shop keepers).

Still, what if this was reversed, somewhat? Evil people look better than good ones (for whatever in-game justification), and they are also liked more by NPCs (again, for whatever in-game justification). The game doesn't need to revel in that, as in, it's not that everybody likes the evil guy, just because he's evil - in fact, divorce the NPC reactions from directly being affected by alignment. Just have it so evil alignment does result in being liked more while good aligned characters do get to struggle just a bit more. It'd be an interesting flip of expectations - would more people still play good, even if it's ultimately harder? I'll be interested in seeing that.
 

Cowabungaa

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Sort of hero, but in the end I really like playing the Kurt-Russel-In-Big-Trouble-In-Little-China; the bystander who's pulled into a greater world and conflict that he had no idea about and now just along for the ride, trying to cope and do what he thinks is the right thing while trying to make sense of it.

With that I don't mean that I want to play linear games and have no impact on the story, but that I don't want to feel like The One(tm). I don't want to be the center of the universe that makes everything happen and sets the pace. No, I want to feel like just one character in a huge world.

And I might not play that like a pure goody-two-shoes, I might be a little selfish from time to time. But my heart is in the right place. I have to force myself to really play an evil/malicious character.