WMDogma said:
Where?s the Gray Side?
Star Wars: The Old Republic's Light and Dark Side morality system leaves a little to be desired.
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It's the problem when we make morality a game. Game have win conditions and lose conditions. Games are nearly always about pitting one-against-one. One person versus another, one concept versus another, etc.
The high concept here is to "make choices matter." I can understand and appreciate that. The problem comes when you take that high concept and bring it into the real world by adding "make choices matter
in the game." This means you need to:
1. Encourage people to make the choice.
2. Reward them for making the "right" one. =OR= have different rewards for each.
3. Not allow them to go back on that choice.
So choosing the middle of the road is viewed as abstaining rather than voting. Making
some light choices and
some dark choices, when it comes down to the math, is like "going back" on your choice. So, when we boil it down, the very method being used to make moral choices "matter in the game" is actually what is simplifying (and shallowing out) morality.
Real moral choice isn't "Get revenge! =or= Show mercy!" It's "Save a bus full of middle-aged executives =or= save a single small child." Neither answer is good or evil, both have strong justifications and severe drawbacks (For instance: What about the
families of those executives, if pity for the child prevails?) Even then, the choice presents you only two options. What about "Save neither," if your character believes it's not his/her place to decide life and death?
A good morality system
teaches you what you (and/or your character) believes by truly testing you with hard questions. A bad morality system all but
asks you your alignment up front, and then tells you where to go. "What reward do you want? Here's how many points you need. Here's where you get them. See you at the reward screen."
I don't think adding a "neutral alignment" is going to fix the problem for
TOR. Allowing for one? Sure. But actually making it
fit now? That's going to take more than just adding another dialogue option. It also means making the "good" and "evil" choices less transparent, or adding
several options that are different
levels of "good" and "evil."
And then changing how the morality impacts rewards/content access. First of all, no specific rewards for morality. Just no. That
forces players to game it to keep from feeling slighted. Make rewards just
rewards. Let morality be decided by
how the player uses them.
As for content, different missions available to different alignments. For instance, a Republic neutral might get some "dirty work" that benefits the cause, but needs to stay hush-hush. You're "good" enough to be trusted, but "evil" enough to be a candidate for the task. Too much of either, and you're a liability.