Spec Ops Don't have a Moral Choice System. That's why it's not mentioned much.MarsAtlas said:Only one mention of Spec Ops: The Line so far?
Spec Ops Don't have a Moral Choice System. That's why it's not mentioned much.MarsAtlas said:Only one mention of Spec Ops: The Line so far?
Really? So there is no such thing as doing a bad thing for the right reasons or "end justifies the means"? With the proper contextual situation I could make any of your "good" actions "bad" and any of your "bad" actions "good". So I would argue that relativistic morality is the only thing that actually exists.Lightknight said:Murdering innocents. Stealing from the poor for no justifiable reason (like you being even more poor). Rape. Puppie punching. Kitten stomping, etc.
Saving innocents. Assisting the poor. Saving a girl from a rapist. Not punching puppies or stomping kittens, etc.
Relative morality is bollocks in all the big areas. There absolutely are some socially stable absolutes where morality is concerned even if a minority of people go against it.
Now, there are grey areas. Like theft from the rich to feed your family or something. The action of theft itself remains evil but the argument is moreso that the justification outweighs the bad. That it would be more evil to allow your children to starve to death when you had a less evil alternative to save them. But that doesn't make theft good.
In a lot of the more simplistic moral choice mechanics the good and bad sides are obvious.
OT- The article struck me as being very cherry picked. InFamous did have those little derpy moral choices but it had some really big ones too. I think their point was not so much to influence the game but to force the player to examine their own morality. One example is when (spoiler spoiler spoiler) the game makes you choose between saving the woman you love and five random folks. I had to stop and really ask myself what I would do. Bioshock did have a risk involved in letting the girls live. You got less Adam so you made yourself weaker until you got supper buff off of the rewards in late game. It isn't really noticeable until the highest difficulty and no respawns but killing the girls starts to look like a very appealing option early game. It is temptation to take the short term "easy way" versus the long term hardship with your reward not arriving until much later. I will agree that FO and FONV systems were very poorly implemented. As for TT: The Walking Dead it had flaws too. Many times I made a choice and the action didn't line up with the text blurb I had chosen. On top of that most decisions don't change based on your previous decisions. Kenny, anyone? I was his bro for most of the game but the first time I disagreed with him his dialog changed to "You never take my side!" Mass Effect moved away "good" and "bad" and moved toward "lawful" and "renegade". The idea is that Shep is always working to save the galaxy so he has to be a "good" hero, but how does he accomplish those goals?Chris Rio said:Snip
I think KOTOR 2 had one of the best uses of the morality system, a lot of the choices managed to be morally ambigous in spite of the light side/dark side scheme all Star Wars games use. Not to mention the speech Kreia gives you that you could cause misfortune to someone even if you have the best of intentions.gmaverick019 said:Eh I actually prefer seeing all the stat/bonuses on screen when I make choices, not seeing them or knowing what they do would piss me off a bit. Kotor 2 was my favorite in this regard, I had to carefully craft myself depending on who I had with me to earn their trust (or not).
Not saying every game should have it or that it should ALWAYS be this way, but I don't see a problem with it. It fit just fine in mass effect. Also anything can be permanent if you make it, like an ironman mode, but I don't really like it when dev's force it upon you. (hell it ends up getting modded out most times anyways.) It's like the people who complain about fast travel, don't use it if you don't like it, no one is stopping you.
I do agree though with choices not being so obviously polar opposites of each other on a black and white scale, you have to go out of your way to "kill the puppy" while most "save the puppy's" just mean letting it be on it's merry way or sorts.
yeah, and I agree with that, I just felt like the article was semi-cherry picking what it wanted to to fit the argument. And as I mentioned, there isn't necessarily one "right" way to do it, I have no problem with games trying different things, or having options in the menu to turn things on or off (like seeing the effects of your choices, such as paragon or renegade, etc..) and kotor 2 is one great way to bring importance to party members and to give difficulty to making choices.Two-A said:I think KOTOR 2 had one of the best uses of the morality system, a lot of the choices managed to be morally ambigous in spite of the light side/dark side scheme all Star Wars games use. Not to mention the speech Kreia gives you that you could cause misfortune to someone even if you have the best of intentions.gmaverick019 said:Eh I actually prefer seeing all the stat/bonuses on screen when I make choices, not seeing them or knowing what they do would piss me off a bit. Kotor 2 was my favorite in this regard, I had to carefully craft myself depending on who I had with me to earn their trust (or not).
Not saying every game should have it or that it should ALWAYS be this way, but I don't see a problem with it. It fit just fine in mass effect. Also anything can be permanent if you make it, like an ironman mode, but I don't really like it when dev's force it upon you. (hell it ends up getting modded out most times anyways.) It's like the people who complain about fast travel, don't use it if you don't like it, no one is stopping you.
I do agree though with choices not being so obviously polar opposites of each other on a black and white scale, you have to go out of your way to "kill the puppy" while most "save the puppy's" just mean letting it be on it's merry way or sorts.
The morality system is just a tool, albeit one that's almost always misused; either via locking up half of a game's quests or powers (like InFamous) or by being too simplistic (like in Bioshock). That's not to say it hasn't being used right, as game like the two KOTORs and Planescape: Torment show; Torment, in particular, made it almost impossible to beat the game being evil, not by making the gameplay more difficult, but by taking the evil choice to its logical conclusion, turning you into a cold uncaring monster.
This.mjharper said:Another interesting take on morality systems was in Spec Ops: The Line, I feel. Though hardly an RPG, the choices you make at various points of the story do actually reflect on the kind of person you (the character and/or player) are, and there is a cost to not acting. And then the game turns that on its head, and the decisions you made are revealed to not be what you thought they were. Trying to avoid spoilers, here
Whether that approach can be extended to other games, or whether it's just something else that makes Spec Ops: The Line distinctive, is open to debate. But it's certainly a different approach, an one far better integrated into the game, than the accumulation of red and blue points.
The best part about Dishonored's morality system is that it doesn't really measures how "good" or "evil" you were, but how much chaos you caused to the city around you as you completed your objectives. It never really judges Corvo as a villain because he chose to kill a whole lot of people, or because he got detected while being loud killing everyone. Instead, you are always a hero, no matter your ending, but the consequences of your action in the city determine if it will be a peaceful, plague free city, or a chaotic, plague ridden city.Azuaron said:For a morality system done right, look at Dishonored.
It's mostly based around, "How many people did you literally murder this level?" As the bodies pile up, the plague gets worse and worse, rats start hunting in giant packs, and the last level is completely different based on whether your companions think you're ultimately a hero or a monster.