Would you give up a miserable but familiar existence for an exciting but unknown one?
Without a second thought.
Would you give up a miserable but familiar existence for an exciting but unknown one?
I can't see things this way. I can't break down the lives of human beings (or in the case of more fantastic games, sentient beings of any kind) into numbers. I can't condense the net worth of someone's life into a numeral to be stacked up against other groups of numbers and hope to just do the math.M4yce said:I really think it matters more "who" the people are, unless I'm missing something (sorry I kinda skimmed up to this point).
Like if the one person was someone you loved and the 5 were strangers but kids, if they're all just strangers then it's just about math at that point.
On topic, Yeah I'm always really iffy when I hear about some kind of moral choices in games, as they usually boil down to pat puppy on head or drown it....
Yes. This.Scow2 said:And as far as moral dillemas go... I hate arbitrarily binary choices. There should always be a third, infalliably good choice that you have to run yourself ragged or be Superhumanly powered to achieve. It may even be programmed to be supposedly impossible (Trying to do too many things "simultaneously"), but it shouldn't be a "Press 'X' for Choice A, Press 'B' for choice B." I hated the fact that in Fallout 3, I couldn't have my Level 20, Speech 100, INT and CHA 10 character (In full power armor, and wielding a Gatling Laser), to persuade/intimidate Ashur into changing the way the pit was run.
Ah... here's the right solution. One of the only problems I can see with this is how games can't read intent. But hiding the effect of moral choices would probably stop the people trying to be as far out of their desired "Alignment" as they can without the game acknowledging themselves as such. Then, "Is it a Good Deed to accept this cash for completing this task?" becomes a question of morality in the game world, not mechanics.Jeffro Tull said:I don't believe that the subject of moral choice should be left out in games, however the use of a tiered scale or a "moral compass meter" defeats the purpose of having them in the game. Moral choice and alignment should not be factors that should necessarily be known to the player. It should be in the background, presenting subtle changes to the gameplay experience.
I agree with Yatzhee when he pointed out that the most evil figures in history thought that they were performing a necessary cause toward an ultimate good (or something to that effect). If more effort was placed into the subtle reactions of AI toward the player, without the player having the predetermined knowledge of their chars alignment, then the experience that the player ultimately receives would be more internalized, personal. The player would have to figure out whether the actions they performed were diabolically evil or righteously good.
That being said there also has to be a better execution by the programmers of morally gray areas in order for a system like this to be completely effective. Imagine you are in a group of npc's and rather than hearing them boo or praise you, they don't know what to think of you simply because the decisions that you have made do not follow the guidelines of black and white morality. Some show that they feel threatened by your presence, some tag along in the background with genuine interest. Within the concept of an unknown alignment it would be up
to the player to figure out what they did in order to cause this type of reaction.
Personally, I prefer Tabletop games (or other RPGs with a Human adjuctant), because then, even if you can't initially see a good solution, if you think hard enough and come up with one anyway, it's awesome.hewhosaysfish said:When you can't *see* any right choice in a situation, it forces you to think about your priorities.
When you can see something that might work out but the only options the game makes available are bad ones, it makes you think that the game is trolling you.
Good post very deep, but you're not in the military are you? A good Sgt I knew told me he would never really befriend anyone under his command, yeah he'd take care of them as a Sgt should, but never befriend him.Roninraver said:I can't see things this way. I can't break down the lives of human beings (or in the case of more fantastic games, sentient beings of any kind) into numbers. I can't condense the net worth of someone's life into a numeral to be stacked up against other groups of numbers and hope to just do the math.M4yce said:I really think it matters more "who" the people are, unless I'm missing something (sorry I kinda skimmed up to this point).
Like if the one person was someone you loved and the 5 were strangers but kids, if they're all just strangers then it's just about math at that point.
On topic, Yeah I'm always really iffy when I hear about some kind of moral choices in games, as they usually boil down to pat puppy on head or drown it....
Going back to the train thought exercise from earlier in the thread, what if that one fatty were the man who would eventually break the cancer conundrum, and save millions (billions?) in future.
What if all five of the people on the other track were members of the Junior Despots Local #305, with assorted and varied plans for genocide and enslavement. Or just reverse the thought and fatty is Adolf Jr, while one (or all) of those five will do something monumentally beneficial for everyone else later on.
Math can't apply to something as complex as the worthiness of a sentient being to life or death. When one person can do so much more (for good or ill) than five of his peers, how can you possibly try and equate them?
There are only two sane choices I believe one can make (on paper): save everyone, or save no one. Which leads me to my pick of best handled morality system in games.
Despite its many flaws, I think the Mass Effect "Paragade" system has been the best of the "moral choice" mechanics. No matter what you do and how you go about it, your goal is still the same: saving the universe and all sentient beings within it. Well... most of them. Pretty noble goal! The differences are in how you go about it.
Renegade: Efficiency and expediency are the hallmark traits of the Renegade. You're still a good guy (deep, deep, DEEP down sometimes) though you do act a jerkface occasionally, but the bad things you do are mostly in accomplishing that noble goal above. You're just taking the quick and sure path to doing it. "Can't make an omelet without breaking a few eggs..." The renegade is willing to compromise to achieve the most beneficial outcome he deems possible. The choices are hard, but the achievement of the goal is (reasonably) assured.
Paragon: Same goal as the renegade, but unwilling to compromise and take the quick and dirty path. I think of the paragon as the guy who, given the thought experiment from this thread and put into action, would try and get all six of the victims safely off the tracks (even fatty!) before the train arrived. Or would jump in front of the locomotive and try to wrestle it to a stop somehow before it reached the junction. "Not one more life..." The paragon is unwilling to make compromises, every stand is his last stand.
The achievement of the goal is much less likely given how far the paragon will extend himself to the point of overreaching to try and save everyone all the time, but if he DOES manage to somehow pull this out of his hat, the end result will be far better than the renegade's.
Despite its flaws (looking at you, Paragon/Renegade points and the associated benefits!) I feel this system of choices is much closer to reality than (and more preferable to) most of the mechanics in games today.
What sort of fucked up person feels damn good about doing the wrong thing?M4yce said:Oh and on topic, games should really start to actually make differences in the whole "good" or "bad" thing.
*spoiler to fable if anyone still cares*
Honestly the best one I remember was that you sacrifice your sister in the original fable, but then that was completely glossed over in the lost chapters when they gave you the good version....
Really I mean in real life (though I hate comparing games to life) doing the good thing generally doesn't get you squat but into more trouble, the bad thing is usually easier, gets you rewarded, and makes you feel damn good.
Am I in the military currently? No. Though as the saying goes; once a Marine, always a Marine.M4yce said:Good post very deep, but you're not in the military are you? A good Sgt I knew told me he would never really befriend anyone under his command, yeah he'd take care of them as a Sgt should, but never befriend him.
*Side note we were only shooting the shit because I wasn't in his squad*.
The reason being that he didn't want any reason or any hypothetical reason to be put against him ordering men/women to die for the rest of the squad. Example, when there's poisonous gas in the area how do you check if it's clear? You order the man/woman with the least use in combat to take off his mask and breathe, he dies not clear, he lives all clear (for the most part, sometimes it takes time).
So I'm not saying that it's good to count things by the numbers, but sometimes that's all you have. The lives of the many vs the lives of the few.