It's a recurring problem in BioWare games. The dichotomy between good and evil in their games is so distinctly clear that it is quite easy for anyone to play as a purely "evil" or "good" character. There is little room for morally unclear choices. And, if anyone has lived life for long enough, he/she understands that a majority of decisions involving morality rarely offer choices which are so clearly split down the middle like BioWare's choices are in their games.
Luckily, BioWare can rectify this problem very easily. Get rid of the internal morality meters and give these choices consequences which do not directly correspond with either side of this dichotomy.
For example, let's say that in DA2, you are given the option of killing an evil ruler who has brutalized his people. Instead of giving instant feedback via a morality meter, party members should immediately comment from both sides of the dichotomy. Some party members may support execution, others may not. Hence, through the removal of things like morality meters, the player can get feedback on his/her actions from both sides of the good/evil dichotomy.
And let's say that the player kills this evil ruler. Since DA2 is taking place over a ten year span, it would be quite easy to create consequences which would correspond with a player's choice. A few years later, a new ruler has come to power, and while he is far less brutal than the old ruler was, he is far less efficient in governing his realm.
You guys get what I am saying? Instead of splitting moral decisions down the middle cleanly, the morality of each choice must be blurred to the point where any action can be construed as either good or evil, depending on the consequences.
I am rambling again, but I hope every understands the basic idea behind my ideas for DA2's morality. Thanks and good day.
Bioware, the dichotomy between good and evil must be blurred.
Débuté par
XX55XX
, juil. 23 2010 06:03





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