Executor78 said:
In role playing games there has to be some kind of incentive to be good, evil, or neutral such as access to super-powerful weapons, major stat modifications, etc...
Okay...
In role playing games there are reward for being good or bad or neutral to keep the player from action random. This make player choice one ending over the other or one item over the other.
This force the player to fit the narrative or plots so that it all makes sense...
Example: Infamous...
If you want death lightening, then you have to be bad. The NPC hate you and environment is darker and get the evil ending in the end.
IF you want shocking objects, then you have to be good. The NPC love you and environment is brighter and get the good ending in the end.
Executor78 said:
Just being acknowledged as a good, evil, or a morally ambiguous person by NPC's is nowhere near enough incentive for a morality system.
I disagree...
Example...
Why should a store keeper sell you stuff, if you come in and steal things?
Why should a store keeper give you a discount, if they hate you?
Why should a bouncer let you in a club, if you enter and beat- up random NPCs?
Why should you go to the police, if you killed an NPCs
I would think that would be enough incentive for a player to choice one action over another.
I agree...
If the NPC don't do anything like Fable... Where they just clap or things like that do not change the game play at all.
The point was that NPCs need to be able recognize the players behavior and act accordingly to make a player choice one action or another one.