Perhaps its because people don't want to play games where you are basically a 2 dimensional character (or an a$$hole) and then find themselves hating said character and not being given the option to change to a more likeable character who you might actually have a conversation with without him killing everyone in the room because he wanted to get back at the owner of a dog that broke his windshield when he ran it over.
In other words maybe people want to be able to say that their virtual avatar of themselves is justified in their actions. In addition, you are then often given more for being good than evil in games (half because people like you, but half because you didn't kill them when you met).
Plus when you're told to do evil, it becomes a job.
Jaranja said:
AkJay said:
I feel bad when I kill someone who I thought was a bad guy, but then it's one of those M. Night Shyamalan twists where I was actually being fooled by the real bad guys.
Yeah! and then your therapist turns out to be dead... oh wait.
Play Infamous and go down the infamous route.
Yeah, inFAMOUS had that horrible problem of "If you want a rewarding story, go good. If you want rewarding, kill orphans with the ragdolled body of their parents you just killed. Oh, and if you go evil, people in the game won't like you and you'll constantly be reminded of it."
As for why people buy games with good people regreting their actions: If a person kills into the triple digit counts and either doesn't think about it, or laughs, they're not a good person and you've been playing as either a psychopath who does good or a serial killer, neither of which you should really enjoy playing.
I'm guessing it really is mostly that you'll be entering into the role of that character for the game, so it might as well be someone who is more like the player, at least in the morality, to better immerse them.