I pretty much hate them all, because they either don't affect gameplay in any meaningful way (dragon age), or they force you to take the same option every time the situation arises to get points (ME) or achievments (bioshock).
In agree completely. Most of the chooses aren't "good" or "bad". Most are morally gray. Which I like, a lot. It reminds me of the choice at the end of the Fallout 3 DLC: The Pitt.Fallen-Angel Risen-Demon said:What do you belive has the best morle choice system? Not your faverite, but the best.
I have to say undoubtedly Dragon Age: Origins.
Reason being the choices arn't as 'good' or 'evil' as say Bioshock (mostly).
Take for example the main choice in awakening.
Also without a 'morle bar' from the likes of KOTOR, ME and Fallout 3 (all great games still) you arn't told wether what you just did was good or evil you only see what others think of you.You decide wether to let 'The Architect' to continue his work on giving free will to the darkspawn or to kill him.
At first glance this looks like a simple Good vs Evil dilemma, when infact it is not.
It is hinted that 'The Architect' caused the Blight, the problem faced in the main game, through these experiments, not intentianaly but it was still caused by him.
Consider the risk that this may happen again, causing another blight maybe not straight away but still eventually causing one, possibly prematurly.
The choice you are faced with is wether to let the darkspawn gain free will and potentialy causing a blight making countless people die or kill 'The Architect' so the darkspawn have no chance of gaining free will but a blight is less likely to happen sooner saving the lives of ,potentialy, all of the Dragon age world.
There is no right answer.
So what do you think escapist comunity? What do you think is the best?
The thing is though, if done correctly, they become extremly emersive. I havn't got anything wrong with games with a set story, my favorite game is KH2. All I want is for them to be done correctly. The one that has emersed me the best is as I said DA but even it has room for improvement. Like any game with a set story too. But let's not turn this into a flame-war I'd like this to stay an intelligent discusion.spartan231490 said:I pretty much hate them all, because they either don't affect gameplay in any meaningful way (dragon age), or they force you to take the same option every time the situation arises to get points (ME) or achievments (bioshock).
There was a of ambiguity in my choices which seemed in keeping with the basic ideas of the game.jeejvebe said:Not sure if it's "moral choice" but the choices in Alpha Protocol seem the most interesting to me.
That's good to hear.Fallen-Angel Risen-Demon said:They're going back to that for New Vages. So if it's as good as you say it is I'm intreiged.
And it's more reputation then Karma BTW.
I think Bethesda has a anti-drug thing in The Elder Scrolls Series. Skooma is baseicly a mix between LSD, Magic Mushrooms and speed.James Joseph Emerald said:That's good to hear.Fallen-Angel Risen-Demon said:They're going back to that for New Vages. So if it's as good as you say it is I'm intreiged.
And it's more reputation then Karma BTW.
You're probably right, but I'm pretty sure they referred to it as 'karma' (or maybe town reputation and overall karma were two separate things. Can't remember.)
Anyway, in terms of moral choice systems, I always loved the range Fallout 2 let you take part in. For example, when a thug comes up to you and tries to mug you, it isn't a simple matter of kill or incapacitate: you can intimidate him if you're strong enough, convince him you have nothing he'd want, or even buy/sell drugs off/to him and become friends.
You could go through the whole game without firing a bullet, using only diplomacy to solve conflicts, or you could run around sledgehammering little kids in the crotch. Or anything in between.
Also, they actually had a strong anti-drug message. Jet essentially turned people into zombies, which wandered the streets, giving the game a much more desolate feel. Whereas in Fallout 3, it's just treated as a mild recreational narcotic akin to weed. That really pissed me off.
Well, maybe, but Fallout 2 had a much stronger sense of "taking drugs fucks you up". Like, you could take drugs to get a temporary boost to your stats, but when the effect bottomed out, your character would become even weaker than when you started (and you'd have to rest to recover your stats). Also there was a random chance you'd get addicted, and the cure to addiction was really hard to get, and if you didn't get Jet your stats would start going down, so you really were desperate for it, and would kill anyone just to get a fix. Fun stuff.Fallen-Angel Risen-Demon said:I think Bethesda has a anti-drug thing in The Elder Scrolls Series. Skooma is baseicly a mix between LSD, Magic Mushrooms and speed.
It lowers your inteligance and willpower but it increases Strength and Speed. ... I'm planning on buying or downloading the first 2 fallout and any add-on content they have.
You've beat me to the punch. Though it cannot be called a "morale choice" system in comparison to the ones discussed above. It doesn't actually influence the world around you to an extend where it matters what you do. It's not really a part of the mechanics, but a tool to help with the narrative and lend Artyom another level of depth, while at the same time tying him to the player a little more.ICanBreakTheseCuffs said:-snip-
Well, as in every RPG or any other game that let you choose anything, my first playthrough is how I would react in those situations, and then I play as total asshole/angel etc. so DA: O was no different... Except I didn't like it at all, so there was no second playthrough for me.Fallen-Angel Risen-Demon said:My point is that it didn't tell you wether you chose to be or bad, it leaves that desicion up to you. Sure it tells you what your companoins think but none of them are truly good or evil. Many a time I found myself pondering on what I had done was good or bad and one character I chose the decisions I would make, good mostly but unable to sacrifice myself, it truly helped me feel immersed into the world and to me that's what is most important in a game, immersion and story.
You got stealth and pistols, you should've easily breeze through every boss possible. Wear down the endurance bar, maximum chainshot in the face, shadow operative, sneak behind the back, and blast with whatever secondary weapon you have. Rince, repeat if necessary.The story in AP is the only thing that kept me going through it with my stealth, CQC, shotgun and pistol user. Looking back I chose the worst possible combination for the game. Goddamed forced boss battles.