Hero, saint or boring?
Feb. 21st, 2009 12:45 pmA while back in a session of my From The Cellars Of Xanadu game, there was a discussion about computer games. It went on to be a discussion about picking paths in computer games and making the character good or evil. Three of us agreed, that we couldn't play bad guys. As one of the three, I remembered Baldur's Gate and I've never been able to take the evil path (give the silver dragon eggs to the demon, wear the human skin, etc).1 However this whole "choose your future" thing seems to be turning up more and more. I wondered how other people felt and thought I would poll and find out.
[Poll #1353028]
1 Fortunately, there's a lot less to it, so I don't feel I'm missing out.
[Poll #1353028]
1 Fortunately, there's a lot less to it, so I don't feel I'm missing out.
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Date: 2009-02-21 01:46 pm (UTC)There's rarely a game that has a good/evil dichotomy in which being evil provides any benefits. Games like the Grand Theft Auto series, in which you start out at best morally ambiguous, get closest.
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Date: 2009-02-21 11:13 pm (UTC)I think that's been true in my limited experience of games as well. As I said above, Baldur's Gate does have evil options, but there are far fewer and they are less satisfying than being good.
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Date: 2009-02-21 11:49 pm (UTC)no subject
Date: 2009-02-22 09:33 am (UTC)no subject
Date: 2009-02-21 02:29 pm (UTC)no subject
Date: 2009-02-21 11:14 pm (UTC)no subject
Date: 2009-02-21 04:28 pm (UTC)no subject
Date: 2009-02-21 11:14 pm (UTC)A truly good moral dilemma
Date: 2009-02-21 07:00 pm (UTC)Come to think of it, even Adult Swim's "Orphan Feast" presents an interesting moral evolution with a really simple game & 2D interface.
Re: A truly good moral dilemma
Date: 2009-02-21 11:50 pm (UTC)no subject
Date: 2009-02-21 07:49 pm (UTC)In games that have a broader selection, I think I tend to play neutral-ish characters with "good tendencies."
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Date: 2009-02-21 11:15 pm (UTC)no subject
Date: 2009-02-21 07:55 pm (UTC)Also, the sliding scale of good/evil in Fable II was somewhat silly. In that it was a case of "Did once kill my wife because she annoyed me, but otherwise led a noble life" adding up to "saintly."
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Date: 2009-02-21 11:17 pm (UTC)<snigger>
I think you've summed up a fair number of the non-good alternatives there. I'm reminded of Monkey Island where all the secondary options (and occasionally also the primary one) fell in that category.
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Date: 2009-02-22 01:11 am (UTC)There is, I believe, one excellent counterexample to all of this in WoW.
I understand in the lastest installment, there was a quest which required you to capture and torture someone. If you didn't, you'd never get to know the location of one of the instances, and never get to play there. As far as I know, there's no in-game punishment for completing the quest, and no reward or recognition of any kind for refusing to complete it. Effectively, if you took a moral stand and quietly refused to complete the quest, you would be denying yourself access to content, for no visible reward.
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Date: 2009-02-22 09:34 am (UTC)no subject
Date: 2009-02-23 08:32 am (UTC)WoW does have some really disturbing quests, but they are usually in an appropriate context. For instance, the Death Knight starting quests involve massacring peasants. Some of the early Blood Elf quests are rather evil too.
This quest was notable in being available to all classes and factions and rather jarring.
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Date: 2009-02-23 08:54 am (UTC)no subject
Date: 2009-02-21 11:52 pm (UTC)no subject
Date: 2009-02-22 09:35 am (UTC)no subject
Date: 2009-02-22 09:57 am (UTC)Deus X had a few real choices, but they weren't really of the good / evil variety. For instance after discovering your employer was dodgy you could tell a trusted colleague to leave, or remain behind as your accomplice - with differing results. Different dialogue responses would get you different outcomes as well, but there was no mechanic to keep you consistent.
You also had a choice to kill or not right through the game, (I believe there was only one kill you couldn't avoid), and the choice of ending was between three different futures for the world, each with up and downsides.
no subject
Date: 2009-02-22 11:22 am (UTC)I believe there was only one kill you couldn't avoid
Not so: here's how to avoid the Anna Navarre kill.
http://www.youtube.com/watch?v=Hsh24FmYlNQ
The way it works, is that NPCs carry skeleton keys. However, she won't use it, because her AI never wants to get out of the level. Unless you lob a grenade, or damage her just short of dead, so that she switches to "run away" mode, and the door is her best route away from you.
Arguably you're right about the game's intention, and this is a hack, since the game writers probably did not intend it as a solution. But it makes some narrative sense: her mission is to kill you, not to keep you trapped in the level, so if she's going to flee in terror for her life, it's not ridiculous for her to stupidly unlock the door in the process.
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Date: 2009-02-22 11:26 am (UTC)Scratch "probably", come to think about it. I don't think I've ever achieved this solution, but I'm sure I remember reading that even if you do it, and avoid the kill, Gunther's dialogue later in the game claims that you did kill her. Maybe she was whacked by her bosses for letting you out, but Gunther was told you did it ;-)
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Date: 2009-02-22 05:23 pm (UTC)no subject
Date: 2009-02-22 10:06 pm (UTC)no subject
Date: 2009-02-23 08:20 am (UTC)But in the first, most of the time you don't get to make any choices, and when you do, I always chose the better one. And in the second, well, that was harder. There are a couple of quests where you have to kill some arbitrary number of civilians, that of course you can't bypass, and when you approach a group of them wearing your chaos spiky armour and wielding your huge glowing sword, some of them cower and plead, and some of them fight you. I found I could only fight the ones that fought me first, even then...
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Date: 2009-02-23 07:52 pm (UTC)