"That action did not warrant those evil points!"

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EclipseoftheDarkSun

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Marq said:
Oh man, I know exactly what you mean.

Playing Kotor, killing people netted me Dark Side points, but it didn't give me Light Side points for NOT killing people. What's up with that?
Yeah I know, it's like real life - you go to jail if you kill people, but if you don't kill them, you don't get a medal. It's like they want you to actively do something positive rather than simply repress your darkest urges... :D
 

Crispee

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In Shadow the Hedgehog (Shut up, it's the only moral choice game I've played.), there are ultimately three basic endings, in the Good ending, you help Sonic Defeat Black Doom generally save the world, in the Evil ending, you defeat Sonic and Diablon and Shadow decides to destroy the world for some reason.

In the neutral ending, Shadow discovers he's an Android, kill Dr Robotnik/Eggman, and decides to rule over all the Androids. I never quite grasped how murdering someone and then conquering the world was a halfway point between Good and Evil myself.

Also, in missions where the alliances are either Eggman/Robotnik, or Doom's Eye, destroying Eggman/Robotnik's robots is apparently evil. Despite the fact that he's technically a terrorist.
 

Evil the White

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fenrizz said:
In Fallout 3 I only did good deeds.

I was nice to people, gave away free water, did nice deeds (missions) and was generally a good person.
But still I had very bad karma.
Why? Becauyse whenever I saw bottlecaps, weapons or ammo I would steal it.

And voila, I was the scourge of humanity.

Seems strange, to say the least.
You must've been stealing everything that wasn't bolted down. And if was bolted down, you unboltd it and stole it. I nver had that problem.

I'd have to say that helping either side take total control of Tenpenner Tower was stupid for giving you evil Karma both ways. And if you get them both in, then the humans die anyway AND you can't loot them. Stupid.
 

teutonicman

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I was playing Red Dead Redemption, I had hogtied a hooker (no evil points awarded) and carried her back to my house. Once there I killed her by tossing a knife into her head (the game considers this a silent kill). I lost 50 honour points. Why dammit?! There were no witnesses and I did it silently, WTF!
 

Bek359

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Woodsey said:
I suppose it gets harder for developers as they're now trying to make everything morally grey (and so they should), meaning they've got to really look think about their own interpretation of an action.

Mass Effect 2 does it well by having the separate metres, so you can literally be morally grey with a renegade bar on the same level as the paragon bar. I liked Dragon Age's system too where you don't have a moral-o-metre, but you have influence within your party - that way you're not stuck with the designer's interpretation, but that of the characters'.

The only thing I can thing of right now is in Mass Effect with Conrad Verner. The guy was going to go off and become a soldier when he was a complete moron, so I shoved a gun in his face and scared him a little. No, I didn't treat him overly kindly, but by doing that I would have hoped I would have actually saved his life. Of course, I got renegade points. I could see why, but I still thought it was (overall) a good thing to do.
Well, paragon/renegade doesn't exactly correspond to good/evil. More like Lawful Good/Chaotic Neutral.
 

Enigma6667

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In Mass Effect, at the end...

you are given the choice to either save the Council yet it would cost the lives of other people in the Citadel, or leave the Council to die, letting others live. So I decided to let the Council get killed, so that more people in the citadel can be saved...which led to a shit-ton of Renegade points. I know that in the end it makes the humans replace the council, but then you can still use the good "This Isn't Right" option. Besides, the council were dicks anyway, why let them live instead of tens of thousands of other people???

I just find it pretty stupid.
 

Valkyrie101

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May 17, 2010
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Tenpenny Tower anyone? Let Roy Philips and his houls into the tower, fair enough. But then they slaughter all of the innocent residents, even the nice ones, and I still lose karma for killing Roy?
 

Meggiepants

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Jan 19, 2010
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I think Bioware does the whole morality thing better than Bethesda. I love Fallout, obviously, but the Karma system is a little lacking. You can be the scourge of the wasteland, kill everyone in sight, blow up cities, etc, but if you saved up all your purified water and give it to a homeless beggar, everybody loves you. It's a problem. I purposefully try not to exploit the system, but they have made it very exploitable.

But Bioware has thrown out the whole good bad thing they started with the KOTOR series and gone with something more subtle. In Mass Effect you aren't good or bad, you are "Do whatever it takes no matter what," or "Try not to ruffle any feathers when you save the universe."

And with Dragon Age it's an influence system. Your actions please or displease the various people around you based on their good/evil alignment. These two ways aren't perfect either, but I think it's a step in the right direction.
 

KaiRai

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Not really moral choice, but I was playing Saints Row 2, just crusing around, not even SPEEDING for Christ's sake. Stopped at some traffic lights, and some dick cop comes and ploughs into my shiny new car for no good reason. No lights, no sirens, nothing. Then the dickhole has the sheer cheek to get out of his car, and start pumping bullets into me.

And they wonder why we kill all the cops on games?
 

Eclectic Dreck

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Swarley said:
I shot a guy when it looked like he was going to rape some chick in RDR, and got -50 honor, explain that one.
You probably shot a man without announcing your intention. Remember, honor is not only about protecting those who cannot defend themselves, it also involves being stupid enough to announce your intentions for combat to a foe who is unaware.

Vrex360 said:
In Mass Effect 2 my Shepard was having a conversation with Tali, at one point she casually drops in a potential interest in Shepard and my Shepard was still being faithful to Ashley, her picture still prominently sitting on his desk, and as a result politely turned Tali down.
Suddenly I'm staring at 2 renegade points earned for apparently not having feelings for Tali. I honestly don't see why this had to effect my alignment at all, I told Jack and Miranda similarly that I wasn't interested and it didn't give me bad points then, only with Tali. If anything I should have gotten positive points for not being swayed into being unfaithful.
In any case it wasn't a very renegade way to turn someone down, the real renegade way to say I wasn't interested would have been to laugh at the thought and walk away insulting her surely. Not just politley saying I don't have feelings.

True it's not that big of a deal and true, two renegade points isn't so bad but I just think that it was moral alignment effecting.
The reason is pretty simple in my book. In order to get Tali to directly show an interest (she is a bit introverted around non-quarians it would seem), you had to pursue dialogue options that would make a reasonable person think you were interested. When she took the bait you shot her down. It matters little if you were polite - you were toying with her emotions. This certainly is not an overtly evile act, but there is some cruelty involved.

Vrex360 said:
Likewise when I played Fable 2 and there was a section where there are some starving prisoners and you have the option to either deny them food or give them food at the cost of your experiance points, why does the latter earn positive points? Because the fact is, food or not they are never leaving this cell. They are still going to starve, giving them food is only going to drag out the process.
So the only consequence of me helping them in the short term is that they have longer to starve to death in the long term.
The reason is simple enough I'd say. Yes, they are all dead men, that much is certain. Yes giving them food simply prolongs the process of dying. But the question you are posing is not about the inherent evil of feeding or not; instead, you are asserting that there is a punishment without cause. There are plenty of people in this position every day. When food aid just starts arriving in a starving nation, it is assured that countless people will still die even if they are given food that very instant. Likewise, it is almost certain that there are people who would be better served by being given the rations going to those who cling to life. Would you really be able to argue in good faith that denying food to those least likely to survive is really the humane treatment? In this same vein, while these prisoners are almost certainly going to die, the question becomes one of priorty. Does your mad drive for revenge, which has aligned you with forces you do not understand but are almost certainly a bit evil take precident over your humanity. If the answer is no, then there is an inherent cost - you were ordered not to feed the prisoners and are punished if you do. If there were no penalty for helping, then there would not be much of a choice.

Besides, the penalty is so incredibly minor as to be inconsequential. You lose a few thousand points total if you routinely disobey, and by end game this does not even equate to single high end skill.
 

fenrizz

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Eclectic Dreck said:
Vrex360 said:
Likewise when I played Fable 2 and there was a section where there are some starving prisoners and you have the option to either deny them food or give them food at the cost of your experiance points, why does the latter earn positive points? Because the fact is, food or not they are never leaving this cell. They are still going to starve, giving them food is only going to drag out the process.
So the only consequence of me helping them in the short term is that they have longer to starve to death in the long term.
The reason is simple enough I'd say. Yes, they are all dead men, that much is certain. Yes giving them food simply prolongs the process of dying. But the question you are posing is not about the inherent evil of feeding or not; instead, you are asserting that there is a punishment without cause. There are plenty of people in this position every day. When food aid just starts arriving in a starving nation, it is assured that countless people will still die even if they are given food that very instant. Likewise, it is almost certain that there are people who would be better served by being given the rations going to those who cling to life. Would you really be able to argue in good faith that denying food to those least likely to survive is really the humane treatment? In this same vein, while these prisoners are almost certainly going to die, the question becomes one of priorty. Does your mad drive for revenge, which has aligned you with forces you do not understand but are almost certainly a bit evil take precident over your humanity. If the answer is no, then there is an inherent cost - you were ordered not to feed the prisoners and are punished if you do. If there were no penalty for helping, then there would not be much of a choice.

Besides, the penalty is so incredibly minor as to be inconsequential. You lose a few thousand points total if you routinely disobey, and by end game this does not even equate to single high end skill.
Dear Sir, this is one of the best posts I have ever read.
I thank thee.
 

slipknot4

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Feb 19, 2009
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Yureina said:
Killing Moriarty in Fallout 3. That guy is a bastard, pure and simple. Karma loss for killing him is ridiculous.
How could you possibly kill Moriarty, he's awesome in every single way!
 

Dan B

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Mar 6, 2010
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I don't tend to play moral choice games because of that exact reason, and the fact there's never (possibly rarely and i'm just not aware of them) a middle ground if you spend the whole game just into good and then at the end steal some ammo you will be classed the same as the people who spent the whole game playing tennis with freshly decapitated babies.
 

Yureina

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May 6, 2010
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slipknot4 said:
Yureina said:
Killing Moriarty in Fallout 3. That guy is a bastard, pure and simple. Karma loss for killing him is ridiculous.
How could you possibly kill Moriarty, he's awesome in every single way!
I've got a problem with mobster types.
 

Vrex360

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Mar 2, 2009
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Eclectic Dreck said:
Vrex360 said:
In Mass Effect 2 my Shepard was having a conversation with Tali, at one point she casually drops in a potential interest in Shepard and my Shepard was still being faithful to Ashley, her picture still prominently sitting on his desk, and as a result politely turned Tali down.
Suddenly I'm staring at 2 renegade points earned for apparently not having feelings for Tali. I honestly don't see why this had to effect my alignment at all, I told Jack and Miranda similarly that I wasn't interested and it didn't give me bad points then, only with Tali. If anything I should have gotten positive points for not being swayed into being unfaithful.
In any case it wasn't a very renegade way to turn someone down, the real renegade way to say I wasn't interested would have been to laugh at the thought and walk away insulting her surely. Not just politley saying I don't have feelings.

True it's not that big of a deal and true, two renegade points isn't so bad but I just think that it was moral alignment effecting.
The reason is pretty simple in my book. In order to get Tali to directly show an interest (she is a bit introverted around non-quarians it would seem), you had to pursue dialogue options that would make a reasonable person think you were interested. When she took the bait you shot her down. It matters little if you were polite - you were toying with her emotions. This certainly is not an overtly evile act, but there is some cruelty involved.
Not really. No matter how it turns out, as soon as you complete Tali's loyalty mission she sort of makes a move on you. Like up until now it's just been chatting among friends but now suddenly she drops a line about a possible interest in Shepard. I hadn't 'manipulated her emotions' so much as gotten stuck in a conversation that began to lead towards her making suggestions. I then asked her what she was suggesting and she stated she was interested in a relationship with Shepard and I politely turned her down, stating more or less that I cared about her but not in that way, I don't see how this is cruel. I can't help it if I don't feel it and the conversation heads there naturally, it's not renegade so much as it is just awkward and again, if anything I should have gotten like half a paragon point for choosing to stay with Ashley rather than make the move on someone else.

That said, I can still sort of see where you are coming from with this. That's just not how I saw it.
 

Treblaine

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Jul 25, 2008
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Kollega said:
Treblaine said:
Ahahahahahahaha %D

I don't have anything to contribute to this thread, but i do have something to say about that post. I have to say that it's fucking hilarious. You've made my day, sir.
yeah, I have a lot of time on my hands, I'm glad someone found if funneh.
 

Vykrel

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Feb 26, 2009
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renegade points for flirting with Kelly in ME2... i guess theyd prefer the player to be totally asexual x.x
 

Treblaine

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Vrex360 said:
In Mass Effect 2 my Shepard was having a conversation with Tali, at one point she casually drops in a potential interest in Shepard and my Shepard was still being faithful to Ashley, her picture still prominently sitting on his desk, and as a result politely turned Tali down.
Suddenly I'm staring at 2 renegade points earned for apparently not having feelings for Tali. I honestly don't see why this had to effect my alignment at all, I told Jack and Miranda similarly that I wasn't interested and it didn't give me bad points then, only with Tali. If anything I should have gotten positive points for not being swayed into being unfaithful.
In any case it wasn't a very renegade way to turn someone down, the real renegade way to say I wasn't interested would have been to laugh at the thought and walk away insulting her surely. Not just politley saying I don't have feelings.

True it's not that big of a deal and true, two renegade points isn't so bad but I just think that it was moral alignment effecting.
I wonder how much this would be solved by just changing the semantics of "morality stats" as not attributing scores to your own playable character, but rather pin them to each of the NPCs. So your "alignment" is not a personal character stat, but a stat held by each individual NPCs against you.

I think that's the problem with Mass Effect's centralised morality system, you should not be a renegade because someone else is extra-sensitive, as it tries to treat the sum of so many subjective opinions as some objective measure. But that's not how it works in the real world.

This would make your verbal sparring with friendly NPCs much like your actual combat with enemy NPCs. Hit demon with a sword = +4 fire damage; Shout at your subordinate = -7 friendship, +3 fear/respect.

So YOUR actions affect THEIR "relationship stats" as this could extend to intellectual enemies, your interactions, if you play your cards right you may be able to bring a resolution to your antagonism and could even find an ally. And it would depend on careful monitoring and manipulation of their stats. In return, treat a friendly NPC bad enough and they may end up your mortal enemy.

The problem is what is the mechanism of measuring other people's stats held against you. I think it should be the same as combat with monsters in games, you can see the stat changes as you directly affect them but you need to "cast a spell" or "use some sci-fi mind reader" to tell all their stats on how their relationship is with you is at any one point.

You know, if you think about it any kind of "personal morality" system should be impossible to implement in a true RPG as the alignment is not something held my the playable character (the in game avatar) but by the actual human player who is at the controls. Physical attributes like "+1 strength" and "-4 speed" yes, those are acceptable but how can the game tell you "you're more of a renegade" when you aren't feeling that way. They are your own emotions and the game can never hope to emulate them. And why should the game try to? You make all the decisions through choices made in the game, the game should just accept you have your own internal emotions, beliefs and opinions and just give you choices.

Your alignment should exist in your own actual mind. You make the decisions you want in the game, it's only you past actions that will change what the other NPCs will EXPECT you to do.