How could a game present choices and morality without portraying them both as being viable, then?Il Divo wrote...
But what those stories don't do is placing the player ostensibly in a situation where the game presents two different moralities as being viable, but then exclusively favoring one morality, is not likely to win you points on moral complexity or game design. You're not going to be praised for complex scenarios or moral ambiguity. You basically made a game designed around playing smart or an idiot. Let your player base know that from the start, instead of advertising as if both options have merits and/or are viable.
I mean, a lot of the choices in Mass Effect, it's just utterly common sense that one option is better than another. Executing a clearly innocent person, for example. Or saving both the geth and quarians instead of just one. The narrative never attempts to show such choices as equal.
Modifié par David7204, 21 août 2013 - 11:07 .




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