Ah, black and white, good and evil, saint or baby eating. I do love those arbitrary choices...
Here's a game that did it superbly well: Deus Ex. There are no real choices, just the way you play. There's no real morality, just how characters react to you based on your actions. There is no impact on the ending, which you can still decide then. It's just a surprisingly well done reaction mechanic. Remember Sam? Yeah, I felt really bad about storming that hotel after the speech he gave me...
Here's a game that did it superbly badly: inFamous. It's the evil/good dichotomy, which actually fits quite well with the comic feel the game is going for. No, it's the consequences of the actions. An evil choice (in the case of Cole, anti-hero and aspiring Satan du jour) is supposed to be reprehensible, but far easier. Similarly, a goody two-shoes choice (ColeJeebus 2.0 - now improved) should be harder or take longer to complete, but is free of that pesky feeling of guilt. inFamous had none of that. Each choice was equally easy, and had equal rewards - some balance issues aside. This in turn made the choices completely meaningless. It's irrelevant whether I am a dick or a saint, I'll get the same benefits, but a different ending. I think Yahtzee made this point as well.
Mass Effect had a nice idea, but ultimately failed as the choices are still labeled as good and evil synonyms. It's nice that Bioware is trying to move away from the annoying good/evil dichotomy with some gray stuff, but sadly ME hasn't quite delivered on that. Still hopeful for ME3 though...
Here's a game that did it superbly well: Deus Ex. There are no real choices, just the way you play. There's no real morality, just how characters react to you based on your actions. There is no impact on the ending, which you can still decide then. It's just a surprisingly well done reaction mechanic. Remember Sam? Yeah, I felt really bad about storming that hotel after the speech he gave me...
Here's a game that did it superbly badly: inFamous. It's the evil/good dichotomy, which actually fits quite well with the comic feel the game is going for. No, it's the consequences of the actions. An evil choice (in the case of Cole, anti-hero and aspiring Satan du jour) is supposed to be reprehensible, but far easier. Similarly, a goody two-shoes choice (
Mass Effect had a nice idea, but ultimately failed as the choices are still labeled as good and evil synonyms. It's nice that Bioware is trying to move away from the annoying good/evil dichotomy with some gray stuff, but sadly ME hasn't quite delivered on that. Still hopeful for ME3 though...