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What happened to the evil choice/path?


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#76
Cultist

Cultist
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Fallout allowed us a great deal of evil to be done. Vrying from bringing people to the cannibal society for discounts in their shops, enslaving people, human experimentation, crucifying your rival alive and, of course, nuking town full of innocent people. The level of freedom was unprecedented and I hope DA will follow such example.

#77
eatmyfear

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Allan Schumacher wrote...

I've also been the type of person that feels evil should sometimes be the one that just gets the better loot.  I dislike it when games seemingly provide the option to be evil in order to be self serving, but in the end make it so that the reward for being good is equivalent (or better).

It's a tricky grey area though, because people will feel it's unfair, and some will conclude that we're even sending the wrong message in terms of morality and stuff like that haha.  Those designers have a tricky job :D


Sorry for the somewhat-necropost, but this is a massive deal to me! This really annoyed me in KoTOR... you have source material that explicity states evil is quicker, easier, more seductive. But KoTOR didn't reflect this.

Case in point: The endgame on Manaan. In my mind, the DS choice should have been better for the player, with the LS being the thing that locked the player out of Manaan. The good choice should have been with less gain / negative consequences, to make the dark side more seductive.

Obviously - given the binary nature of the universe - this is more relevant to SW than not DA, but in general, I'd like to see being the 'good guy' not always equalling 'best outcome' more often in Bioware games.