Possible substitutes for the morality systems in Videogames

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decaying dead

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May 27, 2010
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i kindof agree with the new vegas system of factions, but i also believe your reputation in the eyes of the factions shouldn't be swayed by one single action against one certain thing. you kill half the faction, fine, they should hate you pretty well... but if you kinda piss off one specific person in a way that has no dire consequence to the faction itself then there should be no harm to your reputation. However, with the whole Fallout system, as with a lot of other games, you shouldn't suffer the consequences of your actions if nobody knows about what you did. i go into some guys house, rob him blind and kill his family, then leave without him waking up, how exactly does he know i was the one who did it? fine, its an *evil* action, but if nobody has caught me for it then why is my reputation/karma getting hurt for it? That should be more like, as more things keep happening against a town the town gets more and more on edge, maybe they get a little twitchy about stuff (pretend to be sleeping, accusing ppl, more on edge around everyone, etc.) and have that keep building up until either the town snaps and starts attacking each other, or someone catches you in the act and your reputation takes a massive dive. im tired of needing to do nice things to stay neutral because i lose karma for stealing when nobody even know i was doing it, It takes the necessity of sneaking out of the game when nothing is different when they catch you doing it.
 

PhoenixVanguard

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Aug 28, 2010
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I don't hate "good" and "evil" bars as much as most people, so long as individual decisions are impactful, but I usually feel as if there aren't significant "middle ground" choices in a lot of games. Most people aren't saints or monsters...we try to find a happy medium. But in most games, the happy medium is boring and comes with little to no reward...Mass Effect 2 being one of the worst perpetrators...an invisible algorithm that limits your choices based on story progress and percentages of your past choices, basically forcing you to be hideously evil or disgustingly pious the whole game just to have options on the really big decisions. Weak. REALLY weak.
 

Kahunaburger

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May 6, 2011
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Well, if you're going to do it at all, do it the Planescape:Torment or MegaTen route and have something a little more interesting than a straight-up good vs. evil battle either by throwing another axis in there or using a less common morality axis that isn't code for good vs. evil.

Take what Jade Empire could have done - quasi-Confucianism vs. quasi-theme-park-Nietzsche. That's actually kind of interesting. Sadly, they ended up implementing those into the final game as code for good and evil, but they were pretty cool concepts.
 

Srcrackbaby

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Jan 19, 2009
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i like the way Kotor did it, whereas what you choose, good or evil, has a significant impact on the game.
 

CM156_v1legacy

Revelation 9:6
Mar 23, 2011
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Allow a Law vs Chaos axis. Chaotic Good is very differnet from Lawful Good, just like Lawful Evil is very differnet from Chaotic Evil.

And allow us to give reasons for why I am doing things. You can save a kitten from a tree for an evil reason, I'm sure.