On the point on renegade and paragon choiced morality being blurred more... You have to consider that fact that the player maybe the one automaticly dividing the morality in the game. ME point out that paragon and renegade are not good or evil but the player decides that on their own because that is what they are use to. They do that even with DA when there is no moral indicator on hand.DrunkShepardFTW wrote...
To create a difficult moral problem would require the player to know the consequences of their decision before they make it; the black and white (or Paragon and Renegade) options need to be blurred for the player to stop and think. Ideally, a difficult moral choice should make the player choose between more selfish desires vs 'the greater good' i.e.: Priority: Tuchanka
To force a player to make a difficult decision doesn't necessarily require full knowledge of the situation; it can have some ambiguity to it. Priority: Rannoch did this best, because providing you have no insight into what happens after, letting Legion upload the Reaper code is itself a gamble, although necessary for the ideal resolution. But if the player is blind to the consequences, I personally wouldn't feel it's a moral decision.
If we want somthing like that in game we need to tell, teach, and debate the issue with the player so they can think about it. Kotor 2 does a great job of doing that.





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