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#11 |
The Straightest Shota
Join Date: Nov 2003
Location: It's a secret to everybody.
Posts: 17,789
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That would have been ok, if it also gave you more Adam and made you more powerful. Also if you didn't get Little Sister help in the end if you had gone about slaughtering them all, but were strong enough to just not need their help. Have some other 'I have drank ALL the Adam!' super power that's used instead.
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#12 |
Existential Toast
Join Date: Jan 2006
Location: Georgia
Posts: 440
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I agree that moral choices need to be both flexible and more in depth and varied. I think games should also deal more with the consequences of choices, both good and bad ones. For example, I think letting the batarian in me1 escape should come back to bite a paragon shep in the ass in me3. Probably won't happen, though.
I actually really didn't care for DA:O's companion opinion system. It was a little too easy to offend certain characters and even easier to buy them off with gifts. Especially as my rogue, in conversations I would often agree or go along with my opponents in order to distract and deceive them, but I still lost opinion points for doing things like that. Also, the situation at Redcliffe was and was not a hard moral choice if you knew what you were doing, which kind of took away the impact for me. I haven't played any of the other games you mentioned, and I can't really think of any games I have played that had involved or complex moral choices. Even kotor 2 was kind of stilted that way.
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“How dare you! How dare you stand there acting like your brand of suffering is worse than anybody else’s. Well, I guess that’s the only way you can justify treating the rest of us like dirt.” ~ Major Margaret Houlihan (Mash) “If we’re going to be damned, let’s be damned for what we really are.” ~ Captain Jean-Luc Picard (Star Trek: The Next Generation) |
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#13 |
Rocky Wrench
Join Date: Mar 2006
Location: Rio
Posts: 1,197
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I think my optimal moral choice RPG would be one where the plot isn't resolved in days or weeks, but in years and maybe decades, and your character grows and has experiences which people and influence them in one way or another, but not immediately. Phearps someone will grow to idolize or hate you, a village will expand or disappear, a race will turns it's back on yours or join hands, etc.
Unfortunately there aren't many games with passage of time, one of my favorite features(I remember that both DQV and Terraenigma had it on the SNES, but not with the depth one could achieve with current technology). |
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#14 | ||
Super stressed!
Join Date: Feb 2007
Location: British Columbia
Posts: 8,081
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Also, you get to influence Sten, who grows to like you but knows the Qunari are gonna come to conquer Ferelden and he's like "I hope I don't meet you on the battleground." But we could go to Silent Hill for the Bioshock thing - like this: Quote:
Last edited by Seil; 02-10-2011 at 08:50 PM. |
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#15 |
Rocky Wrench
Join Date: Mar 2006
Location: Rio
Posts: 1,197
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I have not gotten the chance to play DA:O yet, but as soon as my PC is in order I'll put it on my List.
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#16 | ||
Existential Toast
Join Date: Jan 2006
Location: Georgia
Posts: 440
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“How dare you! How dare you stand there acting like your brand of suffering is worse than anybody else’s. Well, I guess that’s the only way you can justify treating the rest of us like dirt.” ~ Major Margaret Houlihan (Mash) “If we’re going to be damned, let’s be damned for what we really are.” ~ Captain Jean-Luc Picard (Star Trek: The Next Generation) |
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#17 |
So Dreamy
Join Date: Apr 2005
Location: Someplace magical
Posts: 6,863
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In regards to KOTOR, I found it funny how your party reacted to your level of...uh... goodness or evilness, for lack of a better term.
I played a super-humanly good Jedi my first playthrough, where the alignment meter in her character profile was pushed to the max for light side, wreathed in heavenly light, and meanwhile Carth is whining about not trusting me and the entire Sith Academy can't tell I'm not one of them despite the fact that I bleed sunshine and rainbows. Then I replayed as an evil Jedi. The greatest part was during a cutscene where Bastila turns to me, in all my red-eyed, spider-veined, dark-cloaked glory, red lightsaber held high, black fog clouding my alignment meter, and mused that she occasionally sensed feint traces of the dark side in me. Her powers of perception are truly stunning. But I'm kind of neutral on the moral choice systems in games, for the most part. They're okay if they're done well and actually serve a purpose, but I personally tend to obsess over them. Did I pick the right one?! Will I get extra cutscenes if I do this?! Does this have a point?!
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Yoo Hoo! |
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#18 |
Archer and Armstrong vs. the World
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A lot of it has thus far kind of been provided in my own head. One problem with Fable is if you play someone amoral but not particularly evil you usually end up being totally average and not having an amazing halo/devil horns and the items that go with that. Like I played a guy as a thief but didn't like, murder anybody who didn't have it coming to them, and there is simply no reward or interest in going middle of the road like that.
The same problem has occurred with other games like Fallout, Arcanum, etc., there's no real "Han Solo" option, it's either Luke or Vader.
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#19 | |
The Straightest Shota
Join Date: Nov 2003
Location: It's a secret to everybody.
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And I'm like, man, it's not THAT HARD to not shoot babies with force lightning or whatever the evil choice is.
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#20 |
Archer and Armstrong vs. the World
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At least it is accurate to the films' morality span. Vader quite quickly succumbs to his deep desire to murder little kids, after all. Within like five minutes of becoming a Sith, in fact!
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