I honestly would have used the "I'm using this to help save the world" excuse, rather than the "the world owes me for what I'm doing" excuse.Steve Butts said:My Commander Shepard might be a high-minded idealist, but he's not above riffling through the pockets of dead people for a few extra credits. After all, I'm trying to save the world here and, let's face it, it owes me.
Haha, quite true, perhaps a case of getting tired of dialogue or wanting to get to the combat? I don't really blame him if so, but they do make it pretty clear what will happen.Eacaraxe said:On a side note, in Dragon Age: Origins,
How do you not know what happens if you turn over the Circle Tower to the Templars? The game tells you in no fewer than five different spots that I can name offhand: Greagoir tells you if you push him with a sufficient persuasion/charisma, Wynne tells you when you meet with her, Cullen tells you if you talk to him while he's imprisoned, Irving tells you if you release him, and it recaps the situation for you if you opt to hold off the big choice until the last minute. That's not just a matter of not sufficiently exploring dialog trees, that's just flat-out being mentally MIA during the talky parts.
Part of the problem in my opinion is that no matter how immersive a game may be, the fourth wall will always exist and the game itself extrinsically final -- it exists for a cause outside itself, that being to entertain the gamer. That immediately causes a contradiction with any internal logic or ethical system the game's designers may put into place. Any in-universe action, as long as it furthers the final cause of the game whether that be mere entertainment or to see the game's ending, must be morally permissible on the player's side of the fourth wall regardless how the designers portray in-game morality. That really doesn't mesh well with games that have defined morality systems -- Fable 2 for example,bushwhacker2k said:I also agree games really have trouble making morality and the situation in-game feel real to people, so often I see characters and I either just don't care about their situation because I'm more interested in what I'm trying to do or I feel too much like someone is trying to manipulate me and I close myself off.
Peter Molyneux is pretty much the posterchild for the game developer that wants to incorporate moral choice into games but never succeeds. Don't get me wrong, I like a lot of his games, but I always seem to see that he is trying to get something across but it never goes through well. A lot of the things in his moral choice systems are what people complain about, standard black and white; good and evil, to the point that it's dull and there's no real motivation besides practicality, which isn't a moral issue.
This is a fundamental problem with gaming in general, the players themselves. It's why we don't see as much innovation as we'd claim we want. Because when we do get an innovation, (for example, motion controls), too many gamers reject it for various and often illegitimate reasons.The Random One said:I remember reading, a long time ago, someone talking about creating a game with a heavy focus on grey morality. That someone mentioned the letdown when he discussed the idea with game designers and was told that most players wouldn't really care for the weight of the choice and would just 'game' it, that is, take whichever choice gave one the most rewards (or if each gave equivalent but different rewards the one which fit their playstyle the most) or ignore its significance entirely if there were no rewards.
But I remember more a quest that did the morality system perfectly. It had two factions, neither of which were in the right, a lot of evil ways to complete it, and a single 'good' way that ended up backfiring. It was subtle and realistic and had weight.
Everyone fucking hates it.
I'm talking about the Tenpenny Tower quest in Fallout 3... snip.
Everyone hates that the 'good' solution of the quest doesn't turn the world into rainbows and unicorns.
Sometimes that makes me think gamers don't deserve mature games after all. What would they do with them?
More Snip
Even if everyone will hate it.
I am the one confusing you. It has been a while since I last checked this corner so excuse the late response.Steve Butts said:I'm confused. Or maybe you're confused. I can't tell. You say in your first post that morality in games does not matter, then in your second post to say that it always matters.Jachwe said:-snip-
Whatever the case, you're missing the purpose of immersing your identity in a videogame character. You say I'm fooling myself but isn't that the whole point? Art is meant to broaden your perspective, but you can't do that unless you're willing to invest some of yourself in another point of view. Yes, a healthy mind understands that the sublimation of your self into another character is an illusion, but the fun of it is in taking the illusion seriously while it lasts.
The second time I saidJachwe said:Maybe the majority of gamers use utilitarianism to determine which action is good. [...] This of course takes the morality system out of the game and into the real world. It does not matter what morale the game world does persue. You are not in the game so stop talking about morale and weight as if it mattered.
Well I see your problem but my staements have enough context around them still I will add a few words here and there for clarification.Jachwe said:If you think that morality does not matter even if you take a step back from the game your sense of morality is broken. Morality always matters. I have just showed how easy it is to have morality, real world morality, matter in a game. By evaluating how much fun the method of playing is for you
Jachwe said:Maybe the majority of gamers use utilitarianism to determine which action is good. [...] This of course takes the morality system out of the game and into the real world. It does not matter what [in game world] morale the game world does persue. You are not in the game so stop talking about [in real world] morale and weight as if it mattered [in the game world].
Now you might be confused when I say real world morality does matter in a game but not in the game world.Jachwe said:If you think that [real world] morality does not matter even if you take a step back from the game [so you are not in the game world but in the real world,; you are not fully immersed] your sense of morality is broken. [Reall world] Morality always matters [in the real world]. I have just showed how easy it is to have morality, real world morality, matter in a game [which has its own morality in the game world]. By evaluating how much fun the method of playing is for you
And this really gets into what is the definition of morality. In the above game, you were in fact doing something wrong. You were performing an action that got you killed. And continued play requires not being killed. So yes, your morality is exactly "askew" of the what is good and bad within the confines of this imaginary world.Captain_M said:The morality system of the game was telling me it's wrong to go behid the counter...but I didn't do anything wrong, and, as a matter of fact, those marshalls were shooting me dead without even questioning me. I learned in the end not to ever go behind the counter, but it wasn't my morality that was askew.
Well, while this would be a whole sub-plot unto itself, I do enjoy the concept of redemption, and if you were a jerk in the beginning of the game and you try to do the right thing later, you should be given mistrustful glances and rejection from the good guys and bewilderment and knifes in the back from the bad guys.Wuvlycuddles said:What gives them even less bite is the ability to be completely evil for the first half of the game and then simply change your mind and then take all the good choices.
The consequence for any moral choice in a game is that the rest of the game should be coloured by that very choice, if I establish that my character is a total bastard at the start of the game, doing the "right thing" shouldn't even occur to my character to even be a choice later on.
Which brings me to one of the things that really bothered me about Dragon Age. I would lose "friendship points" for any choice a team mate didn't agree with, I found myself reloading whenever this happened and then bringing along specific people and saying specific things at certain times in order to gain more points with that particular person and that's a broken system. I think that the only "moral choice" should have come during the character creation screen or in the prologue where we set our characters to "Lawful Good", "Chaotic Evil" or whatever and then after that, we just sit back and watch our character interact with the game world according to the parameters we have set.