My real problem with the freedom to kill (virtually) anyone in a game is that very rarely can this be turned into something interesting. I mean, the freedom is is all well and good. But games, by and large, have thus far been incapable of depicting both the reactions of society and individuals to violence in their direct or social presence and worse yet, particularily in the case of rpgs, actually provide a credible threat as the consequence of the actions themselves.
Many stealth games that include combat handle the latter issue better (if not good) as part of the punishment for failing to be stealthy. Often being detected and having the alarm blaze off is actually a threat to you, at least in the beginning. This means that while you may try to kill anyone in your path, the threat this poses to you provides you with an incentive not to.
RPGs, however, tend to be more along the path of power fantasies. Tending to go along the line of "if I can fight it, I can defeat it". This means that a body guard unit or a city watch detachment seldom works well as the deterrents and protection they're supposed to be unless they're frequently presented as virtually undefeatable... at which point one starts to wonder why they're sending you to kill the dragon and not one of those immortal bodyguards. The obvious solution would be to make a game where -any- combat is a credible threat, but that's quite a different beast from what most of us are used to. Furthermore, it would go against the very idea of the freedom that killing any npc is supposed to provide.
The first hurdle is much more difficult to overcome however. That is modelling a verisimilar reaction to your actions. Both in terms of individuals present in the game and society as a whole. And also both during the action and after it as well.
For the most part, whatever cities and villages shown in the game are not functioning societies. Not even Skyrim or Oblivion are anything more than elaborate set pieces. NPCs serve a very limited role, usually as a background element, and cannot react to anything outside pre-set parameters. They don't pull back when they see your weapons. They quickly forget the death that happened just there a mere hour ago (sometimes even just walking past the body). They don't start patrolling and shutting off parts of the city. They don't close their shops. They don't flee. They don't grieve. They don't form lynch mobs to hunt down whomever did it. Maybe some guards spawn to attack you,. But neither shopkeepers, guards or background npc learn how to handle it.
And this is what I feel is the biggest problem in allowing it. It's freedom sure. But it's so utterly detached from the world that, to me, it's more likely to shatter my immersion than to reinforce it. The price of allowing me to kill anyone is pointing out that neither the one in front of me, nor anyone surrounding me, is actually a person.
Then of course we have all the narrative hurdles that means I, as the developer, have to start coming up with methods to protect plot critical npc. By arbitrary limits, or by handicapping my storytelling.
Modifié par Sir JK, 10 novembre 2013 - 05:23 .