miracleofsound said:
Now maybe I'm just a wuss, but every time a game makes me play an evil character I'm not immersed and not interested. I can't relate to some dick with no regard for life.
...
But I felt so guilty after blowing up Megaton in Fallout 3 that I erased the entire save game and started over. I just don't get any kick out of being the bad guy in games that require deep immersion.
I find many games don't really make the moral choice important in terms of rewards.
Good or Evil choices usually end with the players getting similar value rewards.
e.g. - In Bioshock you get the almost the same amount of adam for plasmids whether you chose to harvest the little sisters or save them.
- In fable the decisions between good or evil were shallow and I found most decisions that my character made were ultimately pointless.
I personally couldn't stomach harvesting the little sisters in Bioshock.
Doing so just felt like pointless cartoon super-villainy or that it was killing just for sake of boredom.
However, in fallout 3 I felt no remorse for blowing up Megaton. (Still ended the game with good karma.)
Most likely because the town was populated by stiff unreal NPCs.
Whenever I bumped into an object that made any noise or even looked a locked door the nearby NPC's responses
were quite repetitive and annoying...it was similar to the weird hive mind reactions of NPCs in Fable.
I just didn't feel emotionally attached to any of the characters.
I found the character Moira by the end of the Wasteland survival guide quests to be quite grating and irritating.
Moral choices in games need to go beyond the noble crusader or the badass / psychopathic killer.
It would be more interesting if Good and Evil choices had quite different paths and rewards
Also, they would benefit if the decisions were more complicated...Not easy Black and White moral choices.