Your "Personality" & Party Members

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KhaineII

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Sep 21, 2009
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So, I'm currently wrapping up my second play through of Dragon Age: Origins today, which is a great game by the way, but there is one thing about it all that bugs me:

It's still a black and white representation of moral choices.

BioWare's claim to fame was the introduction of moral choices that all floated in the grey area. No longer would a meter float in your character sheet, showing your status between Babysitter and Babyslayer. You're choices wouldn't just make you good or bad, they'd inflict consequences upon the world.

Bullshit.

Pull up you're list of characters. They can easily be described as the following:

(The characters following were all announced before release, there should be no spoilers. Unless you wanted to know nothing, in which case, quit reading.)

Good: Alistair, Wynne, Leliana.

Neutral: Wardog, Oghren, Sten.

Evil: Morrigan, Zevran.

Cool, scroll through your characters and find which group likes you more, using the relationship meters* at the base of their character sheet. Alistair, Wynne, and Leliana like you the most?

[small]*Read: Totally not a meter which shows the reflections of your moral choices.[/small]

Shit, looks like your a good character.

Games seriously need to cut this shit out. It's infuriating. After a multitude of conversations with my party members throughout the game, it becomes increasingly obvious that I'm being praised and/or ridiculed for my mercy towards others. However, to date, Dragon Age: Origins holds all my hopes for the future of morality choices, for one reason, and one reason only:

Some party members disagree so strongly with your choices, that they turn and try to murder you.

Yes. Oh, hell yes.

This is what I'm looking for. Drop the relationship bars, drop the plethora of gifts you can dump on your comrades, and focus on this. Hell, don't just focus on it, pick it up and run with it. Run with it until my geeky physique can no longer keep up with you!

For example, would it be such a surprise for certain members of your party to gather together and have a little discussion amongst themselves? "Hey, Khaine seems committed and all, but when he killed that city guard to gain entry to _________, I've grown concerned that he's losing sight of our interests as a group." Shortly after this discussion, you've once again killed an "innocent" to advance the goals of the group. Perhaps it occurred when you were pressing a noblewoman for information, something that her husband didn't take kindly to. Suddenly a fight breaks out, and you kill him in self-defense, or perhaps it was more than just "self-defense." That is up to you, of course, but the example holds.

When you return to camp afterwards, another discussion takes place, while you once again remain none the wiser. Just as your character goes to turn in, three or four of your party members approach you, and drop their unanimous decision in your lap:

"We think you're unfit to remain leader. We'd like to appoint ______, and have you step down."

At this point, a discussion (or argument) breaks loose. Things are starting to get rather heated, and many of your other party members join the fray. Some support you, some don't. As the debate progresses, you manage to sway some members over to your side, while others who formerly supported you begin to turn against you. Perhaps a member or two floats in the middle, unable to pick a side, or they even go so far as to disagree with both parties, and threaten to leave the group all together.

A multitude of things could happen from here:

1) The discussion is solved peacefully. You remain leader of the party, after agreeing to a few conditions put forth by the group. You press on with your quest, but now under the watchful eye of some of your companions.

2) The discussion leads to a break in the group. Some of your companions rally under your flag, while others rally under that of _____. Perhaps even a renegade or two decide to leave the party altogether and seek out their own destinies. For the remainder of the story you constantly run into the opposing group, always striving for a common goal. Perhaps a fight breaks lose, or perhaps it's just another chance to butt heads and once again you vie for the support of companions.

3) Your argument fails and you are forced to admit defeat. You fall in line under the new leader, whom now decides where you travel, who you do battle with, and what means you go to to see your final goal.

4) A fight breaks loose then and there. Considering who initiated the fight, their support may gain or suffer, but now you're playing for keeps. Those who fall in battle remain so, and only those who stand at the end can decide the future of the group. Perhaps the survivors attempt to save the few wounded they take pity on, or at best leave them under the care of a third-party.

There's an infinite number of outcomes, some which result in a good character, some which result in a bad, and a numerous number of choices which fall in between.

In my mind, this is what morality choice should mean. Constant conflict between you and your companions. Some believe in mercy for all, some wish only death upon all they see, but most lay somewhere in between. They have no issues with stealing, but don't abide you pressuring innocents for information. They believe you waste your time struggling to save the weak, but they aren't happy when you slaughter those same people to reach your goals.

It's a lot to ask for from a developer, but then again, is it really? My primary example, Dragon Age: Origins features some of the minimalistic basics to my visions, to my dreams. It's a long road, but its end is not unattainable. In fact, it is just within our grasp... we just need to make it happen.

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So much to cover here:

Did you like Dragon Age: Origins?
Do you feel BioWare finally reached the sweet spot of moral decisions?
Do you feel any game will ever reach the sweet spot of moral decisions?
What do you think of my example of a functioning moral decision system?
Has my example already appeared in a game? If not, is it attainable?

Discuss.
 

Nmil-ek

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Dec 16, 2008
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Better idea, moral choices can go dig a hole for themselves somewhere and die down it I am so bored of lacklustre writing because developers want to shoehorn ohhhh look romance, ohhh he disagrees with you, rescue the kitten or burn it edgy.

Seriously why do I need to pander to my companions and their feelings when I feel like reaching through the screen and slapping them, hey dipshits your world is going to be destroyed who gives a toss about how you feel. Stop trying to add depth of character through contrived choices and start actually giving me a reason to care about the character, back story, development, style something. Case and point Leliana from dragon age her entire character is this "sister of the chantry, follows you because she had a dream" after that she?s a blank card for moral choices/questions who I never have to use or speak to again while the useless bint hangs around my camp.
 

blackshark121

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Jan 4, 2009
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sorry, but tl;dr all of it.

I like what you mentioned about the group splitting and fights breaking up, and how they talk about you behind your back.

Personally, I like how they cut out the good/bad bar, and let your allies be the judges. However, I have Zev, Wynne and Alistair in my party, and they all love me (with Zev, literally).
 

KhaineII

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Sep 21, 2009
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Nmil-ek said:
Better idea, moral choices can go dig a hole for themselves somewhere and die down it I am so bored of lacklustre writing because developers want to shoehorn ohhhh look romance, ohhh he disagrees with you, rescue the kitten or burn it edgy.

Seriously why do I need to pander to my companions and their feelings when I feel like reaching through the screen and slapping them, hey dipshits your world is going to be destroyed who gives a toss about how you feel. Stop trying to add depth of character through contrived choices and start actually giving me a reason to care about the character, back story, development, style something. Case and point Leliana from dragon age her entire character is this "sister of the chantry, follows you because she had a dream" after that she?s a blank card for moral choices/questions who I never have to use or speak to again while the useless bint hangs around my camp.
Which is why I posed my idea, to eliminate the black and white.

Frankly, I think the characters having feelings is a good thing. It gives them a backstory, something the player can relate to. They just need to make it less, stab child or save child.
 

MGG=REVIEWS

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Dec 2, 2007
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Your choices are based of your own Demonic well being, but Deveolpers create party members to have there own view on things, Like lets say your playing Rainbow six vegas (This has nothing rly to do with the RPG's but may prove my point) Your team members will follow every order you say, No question asked. Yet in a RPG party members will follow you... And then you make a choice like Kill Guy A or Save Guy B, Now depending on your choice they are gona go "Hey, What did ya do that for?", Which Bioware have cracked Depending on choices thing's can go ethier way, Which again can create Multipull playthroughs, I am still finding quest's in Mass Effect 2 because i did a quest a little later than anyother, or i choose the good over the bad for example:

When you get to the Ranqui queen i let her go and then A new solar system is founded and Ranqui are found on the planet, and a new quest is made...
 

Veret

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Apr 1, 2009
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KhaineII said:
Good: Alistair, Wynne, Leliana.

Neutral: Wardog, Oghren, Sten.

Evil: Morrigan, Zevran.
Gonna disagree with you on that one. I mean, yes, Wynne is only ever walking the strait and narrow, and yes, those three you listed as "neutral" probably belong there, but beyond that it gets way more complicated. I mean, sure Zevran is an assassin, but he's also basically Puss in Boots with a bigger libido. How evil is that? And if killing for money is really enough to make someone "evil," then you'd have to include
Leliana, who spent a large chunk of her life in Orlais icing the nobility for a paycheck.

And Leliana is arguably
even more "evil" than Zevran, because after playing all the way through the game I never felt that I could entirely trust her. There's that part in the Gauntlet where the spirit guy basically reads everyone's minds, and when he gets to Leliana he says that she made up that whole story about seeing visions from the maker. Was that ever disproven? I mean, he was right about everything else, and you'd be wise not to forget that Leliana is still a professional manipulator.
Of course, that didn't stop me from boinking her every night.

Morrigan, meanwhile, isn't
outright evil, she just doesn't have the same moral code that the rest of us grew up with. Probably comes with the territory of being raised in the middle of a swamp by a psychotic witch who was possessed by a demon centuries ago and raises her daughters to be slaughtered like cattle when they hit maturity. Even after all that, she's still young enough to be rather impressionable when she joins your group, so you can actually tease out little hints of a good person from her at various points in the game. Now I never took her up on that sketchy offer with the archdemon so I can't say for sure what her end game really is, but don't you think she's a little too complicated to fit squarely in the "evil" box?

But the big one here is Alistair. Sure he's big and cuddly (figuratively speaking), and sure he brings a refreshingly bright personality to the table, but
that doesn't make him a universally good person. By the time I got to the landsmeet I was at the culmination of about ten hours of careful diplomacy, including several bribes, half a dozen threats, and an arranged marriage, on top of digging up plenty of dirt and sweet talking every damned noble in Denerim. All of this was designed to bring everyone to the point where they could all drop their civil war and unite to stop the blight without unnecessary bloodshed. That was the plan. But Alistair, whom I had just made king, couldn't let go of his vengeance kick, so he killed Logain in front of the man's own daughter. That made Anora back out of her marriage with him, and she would have had Alistair executed if I hadn't had her imprisoned first. So the brilliant blight-quelling general is lying dead on the floor and the best ruler Ferelden has gets locked in a tower and her throne given to this clown, all because Alistair the "good" demanded blood.

That's how my playthrough went, anyway. Maybe you never got a chance to see these characters in that way, but if you dig a little you'll find some interesting stuff.

Your idea is pretty cool, I have to say, but it would be a ***** to program. Something that complicated would have a million possible permutations, and there's no other way to approach it than just a straight iterative method. Oh, and for what it's worth the original KOTOR had your party members attacking you if you wronged them at one point; you should check it out.
 

KhaineII

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Sep 21, 2009
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Veret said:
I agree with everything you're saying, once you begin to learn more about the characters they slowly begin to drift towards the grey area. This is one of the reasons I think Dragon Age is slowly working it's way towards the idea I presented, and also one of the reasons I can't quit playing the damned game.

But, you must admit that on the surface, the category's I dropped everyone in fit.

Alistair strives to be the heroic Grey Warden, protecting the weak, and destroying evil. (Read: Darkspawn). Thus when you some thing "good," he responds in kind. While this may just be an image he's putting on, he still acts as a scale to how "good" your character is.

The same works for Zevran. He's an assassin with little care for any forms of life but his own. He relishes in the idea of slaughter, enjoys taking advantage of women, and is generally a bit of a coy, manipulative prick. This surface image makes him "evil" and he therefore responds well to "evil" acts.

Veret said:
Oh, and for what it's worth the original KOTOR had your party members attacking you if you wronged them at one point; you should check it out.
I'd played through the original KOTOR, and I presume your speaking of the end right? But even then...it's far, far away from what I'm looking for. The "good" characters, Mission, Carth, etc. will attack you if your character goes full blown baby eating Sith, which is exactly the sort of thing which makes morality systems so infamous.