I get that it's a game and that they are just characters, but the same way RPGs are rewarding to people to play in that mindset, it's also rewarding to try to imagine people who actively try to avoid killing/violence. There's so much violence in the real world that just seems.... inevitable or gratuitous.... that for me at least, part of the appeal of fantasy is to imagine people who are in a position to stop that and make a difference. And that is just as powerful a fantasy, I think, as being able to knife someone. Where I come from violence is a daily, almost senseless occurrence, so I prefer being able to escape that.
I'm one of those people who feels bad for killing nameless bandit number 1,032 and tend to design characters who try to avoid confrontations that lead to death.
Unfortunately, I think a lot of games put such avoidances or peaceful solutions as an after thought. And I do wonder why some types of characters are able to be killed more easily than others.
I'd rather not kill a companion and I hate when they confront you (I still to this day can't do parts of DAO that kills companions even if I like the story aspect it opens up for my Warden).
Each their own though ![]()





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