ArenCordial wrote...
Zu Long wrote...
My problem with the consequences thing is that it often seems what some people are really asking for is to have the writers punish anyone with the temerity to enjoy playing a good guy who tries to make the world a better place.
Batman isn't any less a hero for not killing the Joker despite the fact he may in the end save more lives if he just did.
No? I'm sure the families of the Joker's victims and the people he terrorized would agree with that statement. :/
In order to not have to live with the guilt of killing, or feel cheapened morally, Batman refuses to ensure that the Joker cannot escape, which he always inevitably does.
If anything, I'd say an unwillingness to save lives in a way that only you can, in order to protect your own feelings and self-image, is actually quite selfish. I would even see it as Batman's fatal flaw as a person. He can't accept into himself anything that would make him feel less heroic, even if he knows it would objectively save lives. And maybe some part of him sympathizes with the Joker to boot. So he preserves an old enemy he knows at the cost of many he doesn't know. Maybe subconsciously, he likes having someone around who knows him as Batman, who is a match for him.
As for Dragon Age, I wouldn't mind some quests which force me to question my idea of right and wrong rather than making me feel like a straight-up good guy or bad guy. And I don't want the writers to punish people who want to do good, I want them to punish characters who have a flat idea of what good is but don't use their brains to identify what the good act probably is in this situation. Who are too willing to accept a linear solution as the only possibility or are too willing not to question orders; who make choices based on what makes them feel good rather than on a basis of the most probable outcome.
Mercy for one can mean capital punishment for a whole lot of innocent people. That's why we should've had the option to take some kind of action in regard to people like Grace when she started psychotically blaming the player; take it to Meredith or someone and see about getting her made Tranquil. Then you'd still wonder if you did the right thing, but you would've had a choice.
I like choices like the one at the end of Myst: One or the other? Neither, you know if you were paying attention during the game. There's an optimal way to have choices come back to bite us... give the player the tools to make the right decision, but don't hand it to them. Make them work for it. Punish them if they ignore their gut and their instincts. If done right, they will be kicking themselves--unless they were roleplaying, in which case it's still a reward for making character-driven choices. If done wrong, they will be feeling like it came completely out of the blue or like there simply never was an option to choose anything else.
Bhelen/Harrowmont remains an example of the former, for the most part. You are rewarded in that quest for making character-driven choices
or for looking past the evil deeds to see the mind behind the monster and how good it could be for Orzammar, and that is
awesome.LookingGlass93 wrote...
I'd prefer that choices be presented as "left or right" as opposed to "right and wrong". What I mean by that is that instead of having a fail condition as the outcome of a quest have two contradictory victory conditions. Take the left path and you help the elves; take the right path and you help the dwarves. At no point are you able to help both the elves AND the dwarves.
I like what you're saying, but I am a big fan of
the third option. Even when it's not what you'd usually expect, but especially when it is.
Example: "In the 1920s, a British submarine captain in China once faced the Hobson's Choice of either allowing a hijacked river steamer to escape, or allowing the pirates to kill their hostages. He took the third option of sinking the ship. He fired a shot into the waterline, causing the ship to settle slowly, so that the passengers and crew could easily abandon ship, and in the confusion most of the pirates were killed. Since they had blended with the passengers, it was uncertain how many pirates had escaped and how many innocents had died, but the overall solution worked, and the captain was exonerated."
A third option shows that the writer has been thinking and has identified not only the two obvious solutions, but also other things that a smart hero might consider. It may not be fully successful, but it would be cool to be able to play clever protagonist who can't completely help both sides, but still cares enough to go above and beyond. So you fight with the dwarves, but you send some of your best weapons to the elves along with intel you gathered on their enemies, and maybe they have a fighting chance then.
The less binary a choice feels, the less black and white it is, the more it pushes the player to consider what they really want to do, the more rewarding it is when something shakes loose because of that unorthodox idea. I like being dared to do the unexpected and see how it turns out. I like ingenuity and cleverness in my PC. I like the Solomon choice.
That's what I want to see.
AppealToReason wrote...
Il Divo wrote...
The initial point of the paragon-renegade options was to create to opposing philosophies. Abandoning that in favor of "Paragon is always right" is such a waste. Heroism matters, but there's also more than a few moments where that transcends heroism into blind optimism, which the game should punish us for.
I couldn't agree more with the last sentence. "Hey, knock it off okay. Stop. :)" "Oh okay Shepard *never kills again*" Like what in the ****. Where are all these upstanding mercenaries and criminals from?
Exactly. Give me the chance to decide if my character is a Batman and has a fatal flaw. Challenge my attempts at heroism. That's when I'll feel that it matters, and that my good PC has depth. They are either clever enough to choose the truly good choice, or their sense of duty or sympathy makes them more human, more flawed than if they were simply dedicated to doing what is right. Either way, the player feels rewarded for roleplaying.
Modifié par Wynne, 05 novembre 2012 - 11:50 .