1) I was using Mass effect as the example see the red and blue in brackets, I just didn't openly mention it so I didn't attract random flamers (job failed.)shadewolf said:You have absolutely ZERO concept of game design or coding... Not to mention a concept of what you're talking about, do you?KaZuYa said:Most morale choice systems are just lazy programing, instead of keeping track of each choice or decision and having individual NPC's reacting to each situation in a considered way you just get points in either a Saint or Asshole meter and their reaction or your actions are rolled against them. Evil or Good are not black(red)and white(blue) I mean if you saw an NPC brutally beat and choke another to death that would rightly be seen as evil, then you find out the murdered NPC killed and raped the sister of the first NPC in the most sadistic and painful way possible and you then see that action is an understandable light, it's the old putting a pacifist in a room with Hitler and handing them a gun setup.
What I'm trying to say is any choice should be open but it's underlying motivation and personal consequences which affect the morality of it and that is difficult to code in a game.
Most morale choices aren't lazy programming, it's simple programming. It's a basic 0/1 on/off switch. What you are ignorantly stating is that people shouldn't use a basic programming principal.
No, the REAL issue is the writing. Most games aren't written to be morally ambiguous. Coding has no part whatsoever in this, as it falls solely on the writers and the universe to accommodate it. Good job on jumping straight to the painfully stereotypical and much, muuuuuch more lazy "Hitler" comparison though, instead of actually trying to make a decent statement.
A decent example, on the other hand, would be Mass Effect. It does a decent enough job of remaining somewhat ambiguous throughout the first two games, but the third game manages to screw it all up. It takes Renegade and Paragon, and turns them into "Wrong" and "Right". Every renegade action taken up to that point in the game actually weakens you - robbing you of your numerical score for the end game through either losing a chance for them, or negating it completely. Whereas all the Paragon choices, on the other hand, serve solely to increase said score.
As far as I have seen, renegade choices never beat out paragon choices in score. That is terribly handling on Bioware's part. Coding does not come into that at all, the writing however does as well as those handling the design of the game. Again, coding no, design and writing yes.
Simple?
2) What the whole point of my post was, is a million things can affect every single NPC in a million different ways, each working against and with each other on varying levels it's the same in real life. Everyone has personal motivation and for games like Mass Effect to really be a morale sand box you would need to make so many variable paths the game would take a staggeringly insane time to make reguardless what the writers do plot wise. Game developers who want to have a morale choice system will take the lazy option and slap in a "good choice, evil choice" meter hence it being lazy (so by taking the option to code a simple system I was calling them lazy) =)