What is the best morality system in a game

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theAlfaBlade

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ElectroJosh said:
theAlfaBlade said:
House = Good (est)

How is killing the whole brotherhood is a good deed.
. Bear in mind that the Fallout3 brotherhood are most "good-guy" version of the brotherhood to appear in any of the Fallout RPG games (F1, 2 ,3 and NV) and this caused their chapter to splinter.
I remember that in fallout 2 that they were pretty nice.
 

ElectroJosh

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theAlfaBlade said:
ElectroJosh said:
theAlfaBlade said:
House = Good (est)

How is killing the whole brotherhood is a good deed.
. Bear in mind that the Fallout3 brotherhood are most "good-guy" version of the brotherhood to appear in any of the Fallout RPG games (F1, 2 ,3 and NV) and this caused their chapter to splinter.
I remember that in fallout 2 that they were pretty nice.
Pretty nice isn't the same as being the supreme white-knights of the waste-lands.

But then again maybe I just had no issue with screwing them over in NV - others might not have been so happy.
 

triggrhappy94

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ElectroJosh said:
I always thought NV's choices were:

House = Good (est)

Yes Man = Good (ish)
NCR = Neutral

Caesar = Evil

whether that was the intention is another question.
I always thought of it as...

NCR = The Motherland

Everyone else = Either the enemy or new citizens

That sounds kind of bad now that I type it, but it's not that bad.
 

Kimarous

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Conceptually, I love the "Open Palm / Closed Fist" system of Jade Empire. Explained from 3:00 to 5:50 of the following video.


Unfortunately, in practical terms, the game treats these philosophies as a straight-up morality meter instead of accounting for these broader implications. For example, there is one instance where you run across a slave driver with a young woman. In the PC version, your resolution of the incident nets you one of two scrolls, each necessary to learn a special fighting style based on your morality. If you free the woman, you get the scroll for Open Palm. If you convince the woman to free herself, however, you also get the Open Palm scroll. You only get the Closed Fist scroll if you sell the woman personally, despite the "have the woman free herself" option being the closest to Closed Fist philosophy.

That said, I really like the concept of these philosophies, even if the mechanics limit their in-game application.
 

Berenzen

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I always put New Vegas' choices as

House= Lawful Evil-Lawful Neutral. He essentially trying to set up a dictatorship.

Yes Man/Anarchy- Chaotic Good-Chaotic Neutral. If you do well in the wasteland and power up the robots, this is more or less the best choice. Otherwise it's not as great.

NCR- Lawful Good-Neutral Good. They have basically good intentions, but they're overstreched.

Legion- Neutral Evil- Chaotic Evil. Really, they're pretty well dicks to everybody. However, the upper ranks of the Legion have some of the best characters in the game IMO.


On Topic, as others have said, Alpha Protocol really has one of the best out there, every action has consquence really- even if you switch tones mid-conversation the NPCs react to it.
 

Hazy

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ElectroJosh said:
I always thought NV's choices were:

House = Good (est)

Yes Man = Good (ish)
NCR = Neutral

Caesar = Evil

whether that was the intention is another question.
None of the choices were "good," just varying degrees of bad. That's what I loved about New Vegas' endings.

To date, Deus Ex and Human Revolution are some of the best displays of morality. There is no good or evil, there are just actions and the consequences that occur as a result.
The same could be said for The Witcher, and to an even greater extent, The Witcher 2.
 

Darren716

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I think Fallout New Vegas did it the best where it wasn't realya moral choice, but more of a reputation with each faction which all had their different good qualities and bad qualities.
 

Aiddon_v1legacy

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Tactics Ogre: Let us Cling Together. It legitimately changed how the narrative unfolded as opposed to other games where it gets you a different ending.
 

TD_Knight

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I always thought The Suffering handled the morality system in a nice way.

Your character is a death row inmate who's been accused of killing his wife and two kids, though no one really knows for sure, and the main character himself apparently 'blacked out' the whole thing. How you approach the rest of the game dictates what actually happened in your character's past.

Taking good options, like saving/helping out fellow inmates/guards, will lead to you finding out that your character was innocent of the crimes that he was imprisoned for.

Neutral options, i.e. neither hindering nor helping out others or having your escorts get killed by monsters, would lead to you finding out that your character accidentally killed his wife, which would then cause his eldest son to kill his little brother and then himself.

Evil options, like killing everyone you meet and generally being sadistic (you can gas a helpless guard who's trapped in a gas chamber, for example) would lead to you finding out that your character did indeed kill his own wife and kids.

Moreover, the ghosts of your character's dead family will treat him differently depending on his alignment, generally being more positive and supportive if you're good, and being more vindictive and spiteful if you're evil.

Your character's appearance would also change depending on alignment. Being good would give him a clean, healthy appearance; at neutral, his clothes would look slightly shabby and dirty; at evil, he'd have an unhealthy pallor, skin lesions on most of his body, and his clothes are more heavily stained.

There was never anything really overt in the game when it came to making decisions, which was nice. If you saw someone asking for help, you could acquiesce, you could ignore him, or you could just shoot him.
 

skywolfblue

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kickyourass said:
Dragon Age, probably the main reason I like Dragon Age better then Mass Effect (though I love them both quite alot) is that instead of having a bar that says "This is how nice/mean you are", it has several each saying "This is how much this character approves/dissapproves of you." It would be even better if they did away with the meters all-together so you'd have to moniter how party members feel towards you instead of having a bar do it.
This.

Having your companions react to your decisions is a much more meaningful goal then "100% goody-two-shoes".
 

SL33TBL1ND

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No morality is the best system. Choices should have consequences, but jamming it into some good/evil bullshit does nothing good.
 

Clive Howlitzer

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I think the best morality system is one that is completely behind the scenes. The game shouldn't tell you which options are good, which aren't, and what effects they will have. The idea of having a morality counter is silly.
 

ElectroJosh

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Hazy said:
None of the choices were "good," just varying degrees of bad. That's what I loved about New Vegas' endings.
Thats probably a more apt description. I actually wonder if the fact I classified House and Yes-Man to be "good" options says more about me than the game.
 

Cyrus Hanley

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Cyrus Hanley said:
I love the system in place with Fallout: New Vegas and the varying degrees of "acceptance" (or lack thereof) with factions and towns, ranging from saviour to sinner and all the alternatives in between (baby-eating Mother Theresa).
For the record, my character is a do-gooder Faceman who just also happens to be a kleptomaniac with ridiculously bad karma.

To top it all off, he resembles Ben "Yahtzee" Croshaw, complete with glasses and fedora hat. :D
 

bullman422

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theAlfaBlade said:
Nice idea. Fallout NV:It had a good idea with the morality and reputation system but it fell short because NCR is in numbers of ways better then Cesar's legion.Even though the NCR has a lot of corruption, they never EVER make you commit a good or bad deed on the opposite side Cesar's legion their just a bunch of raping,killing dogs with the only exception is that Cesar's legion has good intentions.Soooo whats yours.

I still think Fallout NV did a great job. Granted the NCR was a safe choice; however, nothing in life is really equal and that is the point. Your choices had consequences and whom you decided to go with could greatly influence how easy (or that much harder) the game will be.
 

Adam Jensen_v1legacy

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The Witcher. There is no absolute good and evil. There are actions and consequences. And you don't always know what those consequences are until later in the game when it makes sense. The game never punishes you for making a choice. It gives you free will and makes you feel like you did what you thought was best at the moment.