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How should Bioware craft a "difficult" moral decision?


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#151
CronoDragoon

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Hazegurl wrote...

Yeah I felt the need to add the disclaimer cause I figured things would get a bit testy. Also, it is their opinion to believe it is true, just as it is your opinion to believe it isn't true. Opinions aren't facts.


Since I want this topic to get back on track, I'll only respond to say I acknowledge your post and disagree with what you are saying in this particular case of "opinion." No hard feelings.

#152
Hazegurl

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eluvianix wrote...
That is a very good quest example. Although I personally had no issues with picking my choice, I can certainly see how it could give others pause. 


I also had no problems picking my choice. The moment the option was given to me to destroy them I took it.  I sort of wish I couldn't renegade or paragon my way out of saving Tali from exile. It wish it were just a case of showing the evidence or not.

The only ME decision that was a tough one for me was the Genophage arc with Wrex and Eve alive. On one hand Wrex and Eve are good leaders but judging by the fact that some Krogan still supported Wrev who was an obvious loose canon made me question if they could hold their positions long enough to make a difference. Although the game sort of auto get rid of Wreav for you. I really hated that. It just seems like the Paragon path is set up to be the best path with the most favorable results. Image IPB

Modifié par Hazegurl, 27 novembre 2013 - 06:58 .


#153
Hellion Rex

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Hazegurl wrote...

eluvianix wrote...
That is a very good quest example. Although I personally had no issues with picking my choice, I can certainly see how it could give others pause. 


I also had no problems picking my choice. The moment the option was given to me to destroy them I took it. 

Funny. I did the reverse. 
:P

#154
Hazegurl

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eluvianix wrote...

Hazegurl wrote...

eluvianix wrote...
That is a very good quest example. Although I personally had no issues with picking my choice, I can certainly see how it could give others pause. 


I also had no problems picking my choice. The moment the option was given to me to destroy them I took it. 

Funny. I did the reverse. 
:P


lol!! I wondered if you picked rewriting them. Image IPB

#155
leaguer of one

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Hazegurl wrote...

eluvianix wrote...

Hazegurl wrote...

eluvianix wrote...
That is a very good quest example. Although I personally had no issues with picking my choice, I can certainly see how it could give others pause. 


I also had no problems picking my choice. The moment the option was given to me to destroy them I took it. 

Funny. I did the reverse. 
:P


lol!! I wondered if you picked rewriting them. Image IPB

So on point subjective morality works. But waht I really like about the mission is how vastly different the opinions of the squad mates are on the issue. Even more so that Garrus out of all of them was the most understanding on the issues. Added, that Tali made her choice out of hate and fear.

Modifié par leaguer of one, 27 novembre 2013 - 07:03 .


#156
SerriceIceDandy

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Using 'A House Divided' as an example to look at paragon not necessarily meaning 'good': Rewriting the heretics is actually kind of messed up, forcibly brainwashing someone/thing infringes on personal freedoms and such. Ethically speaking, it is probably on par with with destroying them.

But the way the game presents the option to you as a preferential choice over destroying them, leads me to believe that the trend is for paragon to be synonymous with 'good'. I'm not saying that a paragon option is always the right or best choice, but they tend to be presented as the most morally upstanding choice.

Modifié par DrunkShepardFTW, 27 novembre 2013 - 07:08 .


#157
leaguer of one

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DrunkShepardFTW wrote...

Using 'A House Divided' as an example to look at paragon not necessarily meaning 'good': Rewriting the heretics is actually kind of messed up, forcibly brainwashing someone/thing infringes on personal freedoms and such. Ethically speaking, it is probably on par with with destroying them.

But the way the game presents the option to you as a preferential choice over destroying them, leads me to believe that the trend is for paragon to be synonymous with 'good'. I'm not saying that a paragon option is always the right or best choice, but they tend to be presented as the most morally upstanding choice.

Ethically speaking it's really subjective.You're missing a key point to the arguement made from Legion from the start. The one you are making the judgement on may not see it as being morally wrong. The issue on hand is that doing this warps indivisuality and doing that is wrong...But the Geth on the other hand don't value indivisuality to the point that the concept death is vastly different. Death to them just means becaoming less intellegent, death to use mean losing an indivisual. Mordin and even Garris point this out, it may not be morally wrong to a synthetic.

That can also be used with the dark spawn in dragon age.

Modifié par leaguer of one, 27 novembre 2013 - 07:18 .


#158
TheKomandorShepard

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Legion loyalty mission choice sucked and wasn't hard choice well it was because both options were stupid practically destroy useful machines and "brainwash" them into dangerous for us machines where was option to "brainwash" them to serve shepard and obey his every order this is example "stupidity is only option" in video games.

Every have own vision of "hard choice" i don't see killing children if it is useful as hard choice only obvious.however playing hero should have heavy and negative consequences simple because that how worlds work and often you have crush someone to get job done if you are too soft your choice.    

#159
leaguer of one

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TheKomandorShepard wrote...

Legion loyalty mission choice sucked and wasn't hard choice well it was because both options were stupid practically destroy useful machines and "brainwash" them into dangerous for us machines where was option to "brainwash" them to serve shepard and obey his every order this is example "stupidity is only option" in video games.

Every have own vision of "hard choice" i don't see killing children if it is useful as hard choice only obvious.however playing hero should have heavy and negative consequences simple because that how worlds work and often you have crush someone to get job done if you are too soft your choice.    

How does brain washing them side with the geth who want to help us make them dangerous? None that makes it stupid choices.

Modifié par leaguer of one, 27 novembre 2013 - 07:30 .


#160
SerriceIceDandy

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leaguer of one wrote...

Ethically speaking it's really subjective.You're missing a key point to the arguement made from Legion from the start. The one you are making the judgement on may not see it as being morally wrong. The issue on hand is that doing this warps indivisuality and doing that is wrong...But the Geth on the other hand don't value indivisuality to the point that the concept death is vastly different. Death to them just means becaoming less intellegent, death to use mean losing an indivisual. Mordin and even Garris point this out, it may not be morally wrong to a synthetic.

That can also be used with the dark spawn in dragon age.


I think I understand what you're saying. Pre-reapercode Geth don't see themselves as individuals so it may not matter to them in the same way it would to us if the tables were turned. However, we don't really have a vast amount of insight from Legion about the Geth's perspective about it, he's just saying that it's an alternative which potentially serves to be more beneficial. But ultimately we're seeing it through our perspective where each programme is alive, whether it is sentient of itself or not is irrelevant. It's the views of the other squadmate that carry more weight, whether it's Tali's 'More Geth dead = good' or Mordin's 'Genophage 2'. Ultimately the choice comes between killing a lot of people or having them join you. Naturally the one that doesn't involve killing a lot of Geth is painted in a slightly brighter light. So whilst I agree with you that Paragon doesn't always mean good nor Renegade as bad, I'm saying that's how they're often presented to you. They way it's presented to you needs to be blurred for a complex and challenging moral decision to be implemented.

Modifié par DrunkShepardFTW, 27 novembre 2013 - 07:34 .


#161
TheKomandorShepard

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leaguer of one wrote...

TheKomandorShepard wrote...

Legion loyalty mission choice sucked and wasn't hard choice well it was because both options were stupid practically destroy useful machines and "brainwash" them into dangerous for us machines where was option to "brainwash" them to serve shepard and obey his every order this is example "stupidity is only option" in video games.

Every have own vision of "hard choice" i don't see killing children if it is useful as hard choice only obvious.however playing hero should have heavy and negative consequences simple because that how worlds work and often you have crush someone to get job done if you are too soft your choice.    

How does brain washing them side with the geth who want to help us make them dangerous? None that makes it stupid choices.


Well that short-term thinking and you asume that geth actually will or is on our side.So basically you are giving army to a robot we don't know , don't know we can trust and don't know his goals and frkinging tried kill us for entire first game and second giving him resources is just naive and stupid when we could just get resources for us and well we can't betray ourselves.  

#162
Sir JK

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I think that key in making a difficult choice lie in making you (and/or character) care about it. This means walking a very fine path methinks. It also means we cannot look on every choice in isolation, context is key.

If all I get is dark choices... then I'll stop caring. I won't care that they're dark because I'll block it out. If all I get is pain when trying to care about it, then why should I care? The game is clearly encouraging me not to.

But at the same time... if I never get a bad result, then I won't respect the consequences and there won't be much moral challenges. So sometimes I need to end up in situations where there are no happy choices.

Not to mention that a choice where I can figure out a third way not offered to me is a stupid and forced choice, which will make me annoyed at the creator.

So all in all, I think that a key ingredient of a good difficult moral choice is context.You need to mind what else I has experienced so to have a perfect balance. Enough to make me think that I can achieve what I want, but also that I realise that the consequences are real. And that I've been provided with enough context to accept that the choices ahead of me are the only realistic ones and enough to at the very least understand both side (though I feel the best ones are with people you care about on both sides).

#163
9TailsFox

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Hazegurl wrote...

*sigh* and I said don't go all BSN on me. lol! Read what I said above that meme. I am perfectly aware that storing organics is what they are doing. But when it's all broken down, that meme is basically what's happening because organics are not machines like the Geth. We are not built to have a consensus.

It's like the debate about Huerta at the hospital in ME3. Just because the man is "alive" in some form doesn't mean he actually is. It's like saying husks are alive, just transformed. They're not.

Back on topic, I do hope DA:I give us consequences for everything. I don't like the idea of being able to save both a village and a Keep.


So don't simple I don't understand why people don't want to let other people have choice. It's like If I pick my save everyone it diminish your choice to save only one. Trust me it's not.

#164
TheKomandorShepard

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9TailsFox wrote...

Hazegurl wrote...

*sigh* and I said don't go all BSN on me. lol! Read what I said above that meme. I am perfectly aware that storing organics is what they are doing. But when it's all broken down, that meme is basically what's happening because organics are not machines like the Geth. We are not built to have a consensus.

It's like the debate about Huerta at the hospital in ME3. Just because the man is "alive" in some form doesn't mean he actually is. It's like saying husks are alive, just transformed. They're not.

Back on topic, I do hope DA:I give us consequences for everything. I don't like the idea of being able to save both a village and a Keep.


So don't simple I don't understand why people don't want to let other people have choice. It's like If I pick my save everyone it diminish your choice to save only one. Trust me it's not.


I don't want to let you don't have choice you can choose that i don't care more routes i can take it is better.What i want consequences if i can save everyone why i should take only one target it was like in mass effect when pargon got every time rainbow ending and renegade was kicked in a**** for not being naive like paragon (still some renegade option were just stupid as paragon options but paragon always get away with it).

#165
Hazegurl

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9TailsFox wrote...

Hazegurl wrote...

*sigh* and I said don't go all BSN on me. lol! Read what I said above that meme. I am perfectly aware that storing organics is what they are doing. But when it's all broken down, that meme is basically what's happening because organics are not machines like the Geth. We are not built to have a consensus.

It's like the debate about Huerta at the hospital in ME3. Just because the man is "alive" in some form doesn't mean he actually is. It's like saying husks are alive, just transformed. They're not.

Back on topic, I do hope DA:I give us consequences for everything. I don't like the idea of being able to save both a village and a Keep[/b].


So don't simple I don't understand why people don't want to let other people have choice. It's like If I pick my save everyone it diminish your choice to save only one. Trust me it's not.


I am all for everyone having choices but this thread is about how BW could craft a difficult decision. One of the ways they can do that is by not making every choice made be the "right" choice or make it possible to save everyone simply because you, the player, want to. We have a huge veil tear and demons pouring out, unless the Inquisitor is the maker himself then I highly doubt he will be able to save everyone like some omnipotent being anyway. So yeah I'm all for BW leaving out the idea that players can just show up and save their own keep AND an entire village with just three other people and no nothing at all in the process. I hope they see it as silly and scrap it.

As a matter a fact, I hope that they make it so that any player who tries to save both will lose a companion in the process.Image IPB

Modifié par Hazegurl, 27 novembre 2013 - 08:10 .


#166
Iakus

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In Exile wrote...

One tradition that DA:O/ME really kicked off the ground for Bioware was the idea of difficult, grey moral choices. Not necessarily in execution - I would argue that most of their choice are still pretty black/white - but at least in intention. It became a design philosophy to try and have moral quandries.

Given that we've seen that DA:I will feature this type of choice - exemplified in the Keep vs. Village choice in the video (with the sub issue of what to do about the injured troops) - I thought it would be interesting to discuss structurally what makes a choice difficult and how a choice like that should work in the series. 

My favourite choice in DA - as a difficult one - is the Anvil of the Void. It's absolutely a horiffic thing that's done to dwarves to make them golems. That they are volunteers - if they actually know what sacrifice they're making - makes it mildly palpable, but the things they experience are still horrid. Still, extinction is the looming threat. I thought it was a very interesting choice. To me, that's the sort of ends-justifies-the-means type of choice that I think we should see more of, rather than things like the werewolves vs. Dalish choices (which, IMO, was morally wonky in how the Warden could pitch it and had all sorts of holes in terms of how it would even work out with the coalition you were building even *if* werewolves were somehow better than elves as troops). 

Thoughts? 


A "good" morally difficult choice is one where you can see both benefits and drawbacks to each situation.  And you have to make a choice between which one feels "best"

It does not have to mean deciding the lesser evil.  Or picking between two options that suck.  A difficult choice is one where you have a hard time deciding what to pick.  That too often gets mixed up with making a choice you don't want to pick.  "Sophie's Choice" is not the only kind of hard choice.

#167
MrMrPendragon

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The easiest "difficult decision" they can make is something related to the supporting characters.

If they write a good supporting character and place him/her in a choice that's a matter of life and death, chances are a lot of people who got attached to that said character will have a hard time deciding.

The problem with most of the choices given in the previous games is that most players don't feel the "threat" the antagonist poses when they make the decision. Therefore, they just choose the "Paragon/good" side despite the incentive the "bad" side gives.

The mentality is that we are all going to kick*ss no matter what decision we make.

Look at ME2 and the saving the collector base. The Reapers are coming and these guys are the "end of the world" bad guys right? But it is only when you truly immerse yourself in the game that you feel compelled to save the collector base. it is only when you force yourself to become Shepard, instead of playing as Shepard, and be part of the plot will you feel like "I need this for the Reapers".

For OP's example of "Anvil of the Void", I lot of players playing the "good guy" walkthrough would probably destroy the Anvil despite the potential power you can receive.

Why?

because no matter what, the Warden will win
- We all know we can cut through hordes of darkspawn during gameplay - so if you can be the good guy and be a bad*ss at the same time, why take an alternative path?


Dragon Age is a role-playing game. It is only when you look at the plot as the protagonist sees it will you ever feel conflicted with the choices presented to you.

#168
Gravisanimi

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I'm not really sure if this has been brought up or not, as I'm not going through the 7 pages of long posts.What's really difficult about moral questions, is that people have different morals. Especially when playing videogames.

  - Will I care about the starving children of the man who just murdered another family for food?

  - Will you?

Our differing answers and solutions are as much a personal psychology question as a game writing question. Moral questions can seem black and white when they aren't presented in a way that applies to all of the moral stages.

So, perhaps make it a spectrum of these kinds of things, because you aren't going to find one catch-all solution.

Modifié par Gravisanimi, 27 novembre 2013 - 08:35 .


#169
Fast Jimmy

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I think there is a really fine line between giving bad outcomes and offering the player choices.

For instance, ME3 dictated the exact order you went about the missions at hand, to the point where you could never get to Thessia on time. This gave us a forced defeat that we have no way of averting, which our character is forced to feel bad about, despite what the player may desire to their character to roleplay. If, instead, we could choose the order of planets we choose to help, with a forced defeat happening on the last planet we visited, this could serve to be more palatable and make the player truly FEEL as if it is their fault that the planet was lost.

As an example, if you could visit Thessia and Tuchanka first, you'd be forced to visit Rannoch and see those forces fall to the Reapers. Players could still wind up choosing Tuchanka and Rannoch first, because, say, Krogans and the combined might of the Quarians and Geth are worth more than Asari commandos in terms of the war effort. But, on the other hand, maybe a player that wants to not cure the genophage leaves Tuchanka for last, such that the loss of the Krogan is not nearly as big of deal to them, philosphically (but that may mean the overall war effort may suffer).

This is, to me, excellent choice and consequence, since it gives the player hard choices, it offers dark outcomes regardless, but a player can instill their character's morality and philosphy into those choices and, at the end of the day, be comfortable with the "dark" outcomes. And, of course, there will always be the "I'll do what is best for the war effort" approach, securing the strongest and best forces and putting their own feelings of morality aside... that would be the true distiallation of the Renegade concept.

Now... whether or not the resources exist to pull this off is a different question. But I think it is a good goal to aim for, if possible.

#170
leaguer of one

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TheKomandorShepard wrote...

leaguer of one wrote...

TheKomandorShepard wrote...

Legion loyalty mission choice sucked and wasn't hard choice well it was because both options were stupid practically destroy useful machines and "brainwash" them into dangerous for us machines where was option to "brainwash" them to serve shepard and obey his every order this is example "stupidity is only option" in video games.

Every have own vision of "hard choice" i don't see killing children if it is useful as hard choice only obvious.however playing hero should have heavy and negative consequences simple because that how worlds work and often you have crush someone to get job done if you are too soft your choice.    

How does brain washing them side with the geth who want to help us make them dangerous? None that makes it stupid choices.


Well that short-term thinking and you asume that geth actually will or is on our side.So basically you are giving army to a robot we don't know , don't know we can trust and don't know his goals and frkinging tried kill us for entire first game and second giving him resources is just naive and stupid when we could just get resources for us and well we can't betray ourselves.  

aS Legion said may time. They just want there on furture and the only time organic will be involved is if we involve our selves. Say it dumb to trust them to fight on our is a base less point and counters trying to get them on our side. Thinking and acting like the geth will turn on us will really let that happen. Extending an invatation and trying to work with them increases the chances of that happening. Seeing all as enemies will make them enemies. It not a short term solution, being that both the geth and organics do not want to be controlled by the reapers, it smart to consider it. This is like saying having the choice curing the genophage is stupid because the Krogan may turn on us later on.

#171
leaguer of one

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Fast Jimmy wrote...

I think there is a really fine line between giving bad outcomes and offering the player choices.

For instance, ME3 dictated the exact order you went about the missions at hand, to the point where you could never get to Thessia on time. This gave us a forced defeat that we have no way of averting, which our character is forced to feel bad about, despite what the player may desire to their character to roleplay. If, instead, we could choose the order of planets we choose to help, with a forced defeat happening on the last planet we visited, this could serve to be more palatable and make the player truly FEEL as if it is their fault that the planet was lost.

As an example, if you could visit Thessia and Tuchanka first, you'd be forced to visit Rannoch and see those forces fall to the Reapers. Players could still wind up choosing Tuchanka and Rannoch first, because, say, Krogans and the combined might of the Quarians and Geth are worth more than Asari commandos in terms of the war effort. But, on the other hand, maybe a player that wants to not cure the genophage leaves Tuchanka for last, such that the loss of the Krogan is not nearly as big of deal to them, philosphically (but that may mean the overall war effort may suffer).

This is, to me, excellent choice and consequence, since it gives the player hard choices, it offers dark outcomes regardless, but a player can instill their character's morality and philosphy into those choices and, at the end of the day, be comfortable with the "dark" outcomes. And, of course, there will always be the "I'll do what is best for the war effort" approach, securing the strongest and best forces and putting their own feelings of morality aside... that would be the true distiallation of the Renegade concept.

Now... whether or not the resources exist to pull this off is a different question. But I think it is a good goal to aim for, if possible.


I don't thing we always have to do that. In the plot that are thing that will always happen no matter what you do, like losing someoen in vermire. There time you should do it and time you can't.

#172
Maria Caliban

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The idea shouldn't be to craft a difficult moral decision but to craft an interesting one.

Fast Jimmy wrote...

Bioware shouldn't try to make any morally complex situations. Just give us the option to win and save everyone, every time. That's what people want.


You can have both moral complexity and the ability to save everyone.

Modifié par Maria Caliban, 27 novembre 2013 - 10:14 .


#173
leaguer of one

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iakus wrote...

In Exile wrote...

One tradition that DA:O/ME really kicked off the ground for Bioware was the idea of difficult, grey moral choices. Not necessarily in execution - I would argue that most of their choice are still pretty black/white - but at least in intention. It became a design philosophy to try and have moral quandries.

Given that we've seen that DA:I will feature this type of choice - exemplified in the Keep vs. Village choice in the video (with the sub issue of what to do about the injured troops) - I thought it would be interesting to discuss structurally what makes a choice difficult and how a choice like that should work in the series. 

My favourite choice in DA - as a difficult one - is the Anvil of the Void. It's absolutely a horiffic thing that's done to dwarves to make them golems. That they are volunteers - if they actually know what sacrifice they're making - makes it mildly palpable, but the things they experience are still horrid. Still, extinction is the looming threat. I thought it was a very interesting choice. To me, that's the sort of ends-justifies-the-means type of choice that I think we should see more of, rather than things like the werewolves vs. Dalish choices (which, IMO, was morally wonky in how the Warden could pitch it and had all sorts of holes in terms of how it would even work out with the coalition you were building even *if* werewolves were somehow better than elves as troops). 

Thoughts? 


A "good" morally difficult choice is one where you can see both benefits and drawbacks to each situation.  And you have to make a choice between which one feels "best"

It does not have to mean deciding the lesser evil.  Or picking between two options that suck.  A difficult choice is one where you have a hard time deciding what to pick.  That too often gets mixed up with making a choice you don't want to pick.  "Sophie's Choice" is not the only kind of hard choice.


Dude, both example are mutually exclusive to the point it trying to make. It can be ether or. Just because it does not have to be a choice between to horrible choices does not mean those choices can't be used. In those"lessser evil "choice it also has benefits and drawbacks, it's just that those draw backs are morally conflicting.

#174
leaguer of one

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Maria Caliban wrote...

The idea shouldn't be to craft a difficult moral decision but to craft an interesting one.

A difficult moral decision can be interesting. Really what are the non-difficult moral choice used that are interesting?

#175
Maria Caliban

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leaguer of one wrote...

Maria Caliban wrote...

The idea shouldn't be to craft a difficult moral decision but to craft an interesting one.

A difficult moral decision can be interesting. Really what are the non-difficult moral choice used that are interesting?

Whether to kill Watcher X or not.