Should Skyrim have a Karma system?

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Argtee

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I think that it should keep the fame/infamy system.

I'd like to see Skyrim have a reputation system, similar to the one in Fallout 2 and New Vegas.
 

Ruiner87

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No, no, no, no, no. And for extra effect, NO!

Karma systems are absolutely obtuse. They're just arbitrary meters that measure how much of a jerk or a saint you are, and don't actually have any place in the game. I don't need a karma meter to tell me what my character is like, I can do it myself by looking at the situations presented in the game and by rationalizing it in a manner which my character would.

For instance, my character might need some money to pay for whatever magical artifact will save the world. Unfortunately, he's broke. So what do I do? Do I murder some nameless, faceless NPC (reulting in bad karma) take all their stuff and sell it in order to save the world? Or, do I sit around with my thumb up my ass, safe in the knowledge that I never harmed a single person and let the world get destroyed?

Obviously that's an extreme example, but it shouldn't be up to the game to decide my character's alignment. It should be up to me, the player, to decide whether or not the ends justify the means, and whether what I'm doing is right or wrong. The only decent karma system I've ever see was in Mass Effect, where's it's more of a personality meter. Also, it worked in KOTOR, but only because of that Dark Side, Light Side, "use the Force" crap.
 

V8 Ninja

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I like to think that karma systems actually lessen the impact of a choice if you know you'll get X amount of A points for one choice and Y amount of B points for another.
 

IBlackKiteI

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Evil Top Hat said:
Karma systems are awful, they do nothing to help gameplay and at worst they actually damage the game. If the game presents you with a choice, then it should be a moral choice, where the decision actually has depth, and the player can interpret which of the options presented is the best, not just being given a clear black and white decision, because all that does is ask the player "do you want to be good or evil?", and gives no room for the player to impose their own values or beliefs.
Agreed. The best way to have some sort of karma mechanic in games is to not really show it, and let the player interperet which choice is good or bad, selfish or selfless, coke or pepsi, whatever. The whole moral thing shouldn't be some driving point of the game either unless the player wants it to be, of if the game forces choices on them but has a good reason.

Pretty much all forms of karma systems done so far have been a halfassed way to make the player play the game several times to unlock everything. While they do have a shitload of potential, thats currently all I see them as, 'cos they when implemented they suck.
 

Mechsoap

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Now, The karma system was okay in oblivion, not good, but adequate.

Then there is fable, it has a horrible karma system. Like Yatzhee said, to destroy a pond for profit and get evil, or have it remain the same and be good? Thats retarded.

The idea of just effecting others people perception of you, is better then growing a pair of fucking wings, turn white and get a butterfly tattoo.
 

AdamRhodes

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The main flaw with Karma meters is that there is always rewards and restrictions associated with each side. For example, Mass Effect 2. You could only Charm/Intimidate if you had enough Paragon/Renegade points. Then it becomes less "What should I do?" and more "Which gives me enough points to unlock etc., etc.?"
 

Rick Rod

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Gosh, Tough topic, not sure if I'm stepping into hot waters but I'm gonna try to keep this nice and clean.

No, because of the obvious reasons. I would not consider any action strictly 'good' or strictly 'evil' because it is a very vague description of the event if I has an Idea for a "choice" system It would go a bit like this.

Religion A is a faction, factions have several groups:


Templars

Priests

Skeptics

Common

Each group prefers a different approach and shares their advantages and disadvantages for example, lets say Templars prefer a direct approach, attacking a problem head on with Sword, Heavy Armor, and Holy Radish in hand, whilst Priests are more Traditional and will approach problems according to customs or politics. Skeptics don't have much of a head for tradition but do not enjoy being lied to about or kept from any important information regarding their beliefs, and Common Chapel-goers are influenced by whichever of the 3 are in power.

Lets say the player character performed a quest for a townsman to retrieve his blade from a nearby cavern,and after further investigation, you discover a document that can damage a certain Priests reputation, which you then sell to the local post.

While you have a bit of gold lining your pocket, the priests don't like you very much, but the Skeptics are the dominant force in town.

Priests Influence = 3
Skeptics Influence = 4

As a result no change to the "Common" disposition was made as the quest had no effect on the Skeptics, but lets say that the story brought the priesthood closer together, as they can relate to the scandalous priest, causing them to be more well known and, over time, more influential.

Priests Influence = 3
Quest influence = Priests + 1
Priest influence = 4
Skeptics influence = 4
Templar influence = N/a
Common influence = N/a

A small-to-major power struggle, Major/Minor property damage, Priest-Obeying Shopkeepers become more competitive with Skeptic-following competitors and side quests for dominance start where the player can help one side subtly without damaging the other side, cause one group to rise to power by purposefully damaging another's, reputation, Cause another group to rise from the conflict (Zealots, Scholars, Templars, Hired thugs etc.) or simply leave them be and let them settle it.

As much as I like the idea personally I could be wrong about it, and Bethesda seem to be doing just fine without trying to stuff an elaborate master quest system into the game before it's release, still with what they have done with their franchise, I seriously doubt Skyrim will be a disappointment and that it will be worth our money, with or without a Karma system

(...but seriously, no.)
 

DustyDrB

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Jan 19, 2010
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MiracleOfSound said:
Karma systems only feel right to me when the characters judge you, not the game itself.

New Vegas's factions got it just right.
I agree with both points. If Oblivion reprimanded me every time I stole something...yikes.

And though the faction system did have problems, I did love how it added a sense of consequence to your choices. It's something that I always wanted in Oblivion, actually. Seeing it in New Vegas made me feel like I was listened to, which is always pleasant.
 

ChupathingyX

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TheTim said:
I liked Fallout NV's karma system, so ill say yes.
When you say that are you referring to the fact that it barely had any effect on the game or did you mix it up with the reputation system?
 

Ruiner87

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AdamRhodes said:
The main flaw with Karma meters is that there is always rewards and restrictions associated with each side. For example, Mass Effect 2. You could only Charm/Intimidate if you had enough Paragon/Renegade points. Then it becomes less "What should I do?" and more "Which gives me enough points to unlock etc., etc.?"
Exactly. It becomes less about playing the game how you want to play it, and more about playing in absolutes, so as to gain achievements, be able to unlock dialogue options etc. Developers take away the ability to create compelling characters, in favour of playing as some sort of caricature of Hitler or Mother Theresa.
 

TheTim

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ChupathingyX said:
TheTim said:
I liked Fallout NV's karma system, so ill say yes.
When you say that are you referring to the fact that it barely had any effect on the game or did you mix it up with the reputation system?
Well, im talking like the factions of the game that you could work with if thats what you mean by reputation system.
 

ChupathingyX

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TheTim said:
Well, im talking like the factions of the game that you could work with if thats what you mean by reputation system.
Yeah that's the reputation system, not the karma system.
 

Evil Top Hat

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IBlackKiteI said:
Agreed. The best way to have some sort of karma mechanic in games is to not really show it
You hit the nail of the head. If I help save a woman's lost son from the bottom of a radscorpion infested cave, then I'll have wasted time, ammo, and some stimpacks. I might get a reward for doing this, I might not. Some good actions should be randomly remembered by the populace of the game world, and have affects on the rest of the game, but the game should never tell you when one of these moments is coming up. That would make it too obvious, and boils it down to a simple " do you want to be good or evil" situation, whereas not telling the player which of his/her generous deeds will have after affects and which will just be a massive ammo sink will actually test how good that character is, because there is no guarantee that there will be a reward for the good actions, and there certainly wouldn't be some dumb meter or points system for it.

Choosing not to do a generous deed shouldn't be seen as "evil", because that player might think that the ammo spent on saving one boy could be better spent on saving an entire down of people from raiders. It all comes down to point of view, that's real morality. There is no good and evil, there is only what different people think of your actions, and how they view you. A military group in the area might see your choice to waste all those time and resources on saving one child as reckless and simply dumb, because it was only one boy when there are bigger fish to fry, whereas the home town of said boy might see you as a hero.

That's how karma should be managed, IMO.
TL;DR: Fable... you're doing it wrong.
 

GloatingSwine

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No. Individual faction rep would be better. Preferably one that doesn't get completely broken by the fact that members of a faction are hostile by default and you lose rep with them for defending yourself.
 

TheFinnishGamer

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Jun 12, 2011
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I think not, but if the developers decide to include such a thing it should not be as black and white like: Option A: Feed the poor, adopt an orphan and be jesus christ incarnate, Option B: Steal candy from a baby, go kick puppies just for the lulz and throw a bag of kittens into the ocean.

No, what I think is that there should not be a Karma system, rather let the players mold their own view of good and bad, let them make the choices they deem appropriate, and as a result the people around you would change their opinions of you based on what they think is right.

For example: If a villager would give you a task to do something and you accepted but then you would be confronted by a different guy who askes you to do the opposite thing, neither of these choices would be clearly good or bad so you would have to choose, and based on the choice you made one of guys would dislike you and one would like you and the people of the village would have different opinions of these tasks so based on your choice the quest givers and the people that agree or disagree with them would dislike or like you, and imagine that on a grand scale, i would enjoy that would you?
 

IBlackKiteI

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Evil Top Hat said:
There is no good and evil, there is only what different people think of your actions, and how they view you.
Bingo. Developers take note.

Evil Top Hat said:
TL;DR: Fable... you're doing it wrong.
Don't remind me...
-

Exactly as you said, it would be much better to forgo all forms of direct good and evil (in fact don't even mention the terms) and give only the various views different groups and people have on your actions and leave the fucking player to decide which is the best choice instead of the dumbass dev's cramming their often narrow minded views in there, which the player pretty much has to abide by or else their experience of playing the game suffers somehow.

In other words moral choice and karma systems as they are now fucking suck, but they have a metric shitton of potential.