Wombok said:
Amusing thread.
Most players like to 'think' they pick the good options in videogames and they likely see the alternatives as bad. However in reality all they're doing is picking the selfish, feel-good options that serve only to give them a dose of the warm-fuzzies.
Hey I refused to shoot the tigers and sharks in Tomb Raider 2 because they were endangered species.
Warm and fuzzy, yeah, for the Tigers as well as me. Crazy ass animals, I see why they are extinct charging at Lara Croft. Anyway, nothing personal but when it's down to the last few breeding species in the known universe you have to go to the extra effort not to kill them. Pipe wielding thugs are however in no short supply.
We make decisions all the time in video games, not just when a literal "decision tree" comes up. There are battles you can avoid and then you can chose to die and reload rather than fight back, like cornered by the police in a GTA game. That'd be interesting, a "no-cop-kill" play through of GTA.
I am very keen on a mute protagonist in an RPG game where ALL their decisions are by gameplay simply for how limiting any spoken dialogue interaction would be. Chalk it up to them losing their voice box so can't speak at all (I used to be a talking lead, till I took an arrow to the Larynx) and can just nod or shake their head, perhaps control directly by looking up and down rapidly or left to right rapidly. Everything is judged by deed.
Ultimately once you start labelling things "renegade" or "Paragon" I feel it's like explaining a good joke, it's like a narration explaining what is just happening, it's too limited. Let the character interactions grow and flow naturally. No labels, just have for example the protagonist captured by the rebel faction and confronted with why he/you killed 20 of their men. It would be mostly one sided script, you couldn't suddenly ask a question every paragraph to take along a whole new line of interaction that makes any dialogue load 20x times larger, complex and more prone to disruptive nonsensical responses.
And to that faction who interrogates you, you are an evil traitor, but to the faction you did it for you are a hero. Where is the objective label "paragon" or "renegade"? You only have your own perspective, doing what you do, and really it is entirely in your head not in the game. Did you do what you did for a good reason, or did you just want to see them die and didn't care that you'd deprived them of their (fictional) life? The game can't give this label, you can, through introspection. A game that can induce introspection of your actions, that is what makes be believe that games can not only be art but be a most profound, unique and significant form of art.