I'm always the evil option; have been since I played the first Fable as a kid. I like how comically over-the-top the choices are. Eventually, you become worse than Hitler (not Mecha-Hitler though, that'd be ridiculous)
Agreed. But that would take better writing.oldtaku said:I'm going to say that games that do good and evil never do it right, and can never do it right. Bioware 'evil' is just 'dickhead' because if they really let you be evil it would completely destroy the plot. Only good guys cooperate with the script. It's just a fundamentally broken mechanic. Something like Witcher or Fallout where you just make choices and there are consequences is by far the better (and more adult) way to go.
Honestly, video games already went wrong by defining moral choices as "Good" and "Evil".Jadak said:To be fair, few games offer moral choices where evil is something other than 'murder puppies for fun'.
Unfourtuntly, this is very true. I cant even think of a game I played in the last few years that had a decent evil choice, and by that I mean one that not only was something more than "being evil for the lols" evil choice, but that offered a actual incentive to be evil. For the second, it seems being the good guy pays off more so than being evil, when it should really be the other way...Jadak said:To be fair, few games offer moral choices where evil is something other than 'murder puppies for fun'.
I mostly agree there. In BioWare games I find the 'evil' choices to be simply annoying, but the 'not-inherently-good' choices are very interesting in concept. The problem that this dev in particular has is that they bifurcate the games too much: in order to get "the best" endings we have to be ALL good, or ALL bad. In Mass Effect for instance, I don't particularly want to partake in genocide, nor do I want to punch EVERYONE I meet, but most of the big decisions we face I prefer the latter. ME2 especially,Agayek said:This, pretty much.Jadak said:To be fair, few games offer moral choices where evil is something other than 'murder puppies for fun'.
I almost always choose the "good" option, because, to steal a phrase, it generally comes down to "Mother Theresa or Baby Eating", and I've no interest in the latter. Pointless cruelty is stupid and fundamentally aggravating for me to witness, so I never choose it. The evil option should be the 'cruel yet practical' solution, while the good one should be the 'virtuous but harder' solution.
Designers for games with a morality bar rarely understand that concept.
This. Overall, I play as good but if there is a crime lord and the good option is to let them go after murdering all of their henchmen? Nope! He dead!Hirolsx said:I guess I'm the odd ball here then because i pick choice by choice. I mean yeah I tend to learn for the good choices but there are sometimes when the if done right "Evil" choices just fit so much better to be honest.
There is this.Jadak said:To be fair, few games offer moral choices where evil is something other than 'murder puppies for fun'.
What you did there, I see it. And it's the best laugh I've had all day. "Research shows: Most gamers are white knights." Perfect.Steven Bogos said:Among other revelations, her research has shown that when given the choice, most of us would rather ride in with the white knights of justice, than become evil-doers.
As with most others here I agree, but I think it's actually worse than that. Too often the evil choice isn't just something silly and over the top for no reason, but the game actually punishes you for doing it. The classic Infinity Engine games, for example, mostly had evil as an option, along with evil companions if you wanted to make a whole evil group. But being good meant more XP and store discounts, while being evil meant a pathetically small bit of cash, not being able to talk to some NPCs, and constantly being attacked when in town. Even in games that don't punish you quite so blatantly, there's almost always the problem that there's absolutely no reason for an evil character to accept the vast majority of quests, so they will always inherently fall behind a good character.Jadak said:To be fair, few games offer moral choices where evil is something other than 'murder puppies for fun'.
While it did better than most, if you look at the stats showing how most people played it still had the vast majority choosing the same "good" options. It was a good effort, but I think it was flawed when it came to moral choices for the very simple reason that it was an adventure game and everyone knew that a choice would never make them lose. Unpredictable consequences, sure, but you always knew that no matter which option you picked the game would carry on. I think the choices could have been a lot more interesting if occasionally the "good, but dangerous" option was actually just plain wrong and got you killed.Covarr said:This is why I enjoyed The Walking Dead so much. So many choices were between "Evil, but safe" and "Good, but dangerous", and the game was simply too unpredictable to aim for a white knight playthrough.