I think games should provide a dense array of circumstances in which actions have natural consequences. The key here is
dense, where such opportunities are plentiful, and few choices (if any) are necessarily correct. And sometimes dickish moves yield better results than kinder or more honorable ones.[footnote]I'm reminded of a discussion in
DM of the Rings in which Aragorn was considering force-marching the Rohan refugees to Helm's Deep to avoid the Warg attack. More would survive to reach the keep, albeit few would be happy about it.[/footnote]
I remember the sects and reputations system of
Freelancer actually worked fairly well, allowing one to build reputations, usually at the expense of creating enemies. It also made for a diplomacy goal, where one endeavored to get all reputations up to at least neutral, so one could travel through all space in peace. Not an easy thing to do.
In
Star Wars: Dark Forces 2: Jedi Knight specific powers had a light or dark alignment to them, and at a certain point you lost all the powers of the side you didn't take. They gave up that crap as early as the expansion,
Mysteries of the Sith in which all the powers were neutral. But then again, Luke was grippying Gamorreans in
ROTJ.[footnote]From the original movies, I got the impression that
The Grip was not so much a combat power, as it appears in games, but a disciplinary power, to keep minions humble and obedient, usually killing one to keep the rest in line.[/footnote] In
Jedi Academy, powers were light or dark but all choosing them got you was occasionally praised or admonished, depending. When it came time to make a moral choice, it was clear which did what, and how it would affect the endgame.
Similarly, in the
Sims 2 magic expansion nice spells made you more aligned to nice, and wicked spells made you more aligned to wicked, though most of the wicked spells had pretty dickish effects. Still, the array of nice spells were far more useful; I rarely needed to summon a minion to beat someone up, but being able to summon one to clean up the site was very useful indeed.
darth gditch said:
Full out D&D Law V. Chaos Good V. Evil nine point system.
Or at the very least a Law V. Chaos, as that is far more easily quantified than Good V. Evil.
Good and Evil is based on point of view, cultural mores etc. Law and Chaos are very clearly different.
Most games portray
good and
evil as the pieces on a chessboard:
white vs.
black.
Protoss vs.
Zerg.
Shiny vs.
Spikey.
And
Law vs.
Chaos tends be an affect of game design:
control vs.
management;
tactical vs.
strategy.
There are better spectra out there.
How about:
Duty vs.
Pragmatism: Honor vs. Prudence. Fair Play vs. Effectiveness
Also
Purity vs.
Tolerance: Nobility vs. Equality, Dignity vs. Plurality
There are plenty of game choices that can be weighed between these options, where one isn't obviously the best choice, and both sides have their merits.
238U.