Saibh wrote...
I would say that this is a gigantic plus on BioWare's part, since I'm entirely sick of the matyrdom endings most games present. (I frackin' hated Fable 2's--would you rather be good/evil/or able to play the game?)
Like I said earlier, you may not sacrifice anything, but you rarely get a reward that isn't just "hey, we built a statue of you, hero!" This is opposed to taking the selfish "evil" route and often getting rewards like cooler armor, powers, and (most infuriating of all) the satisfaction of punching that snide reporter in the nose.
Having to sacrifice too much makes it feel pointless and removes any sense of achievement on a good player's part, since you're not getting any reward whatsoever. Yet evil people do. We don't play the game to be life-isn't-fair simulators--we expect results.
EDIT: To clarify, that doesn't mean I believe in Sunshine Beams endings forever, I'm just saying that it seems impossibly unfair and like being punished for being a good person. In real life, (usually) we feel a social obligation to doing the right thing that reflects back on us by simply making us feel good. But the game isn't our real life.
No, I disagree here. Especially considering in the vast majority of RPG's, being an evil person is either just retarded and doesn't make much practical sense, or that making "good" options provides a lot of benefit with little cost. This was a problem in Origins during Redcliffe and the Dalish Elf/ Werewolf conflict. Mask of the Betrayer is probably the only RPG I've played where being an evil character offers a more interesting or deep playthrough than a good character.
Despite NPC's alluding that you going to the Circle Tower could cause the demon to turn desperate and really start causing some damage, you come back to town and everything is A-OK. And the way the Dalish quest ended with you freeing the wolves AND getting a Dalish Army? I dunno, I thought that was way too tidy. Really, a guy consumed with hate for as long as Zathrian was is willing to make nicey just like that? A nice twist would have been that doing the right thing here and freeing the werewolves would have meant that the Dalish blamed you for the death of their Keeper, so as a result, they refuse to give you the army you seek, leaving you shorthanded.
Likewise, if you play a more ruthless character, you lose Shale, Wynne, Zevran, potentially Leliana, and the Redcliffe Army. And you don't even get aid from Kolgrim's wacky cultists if you side with them, either. Yeah, the fact that you might get a powerful reward allowing the demon to remain dormant within Connor is great, but that's just one example and it's only applicable to mages. Getting to keep Morrigan for the final battle is probably the only other example where doing something morally questionable gives you a benefit.
Really, in most RPG's, players who opt for a heartless character are treated like second-class citizens. You can't really play as an intelligent, rational, but terrible human being. It's mostly just Chaotic Evil for the lulz. The funny thing is, compared to the vast majority of RPG's, Origins looks pretty good.
I think that being good and doing the right thing should come with some measure of sacrifice. I'm not saying it should make the game really hard or anything, but I think that integrity means that a person is willing to suffer because something is right. If there's nothing to ever be lost from doing the right thing, if there are no consequences, it just makes things really shallow and cheapens the choice.
That's why BioShock utterly failed at it's moral dilemmas. You got almost the same amount of ADAM no matter what, so it was ultimately shallow.
Modifié par Dick Delaware, 21 juillet 2010 - 12:15 .