You do know that following your idea would basically force a player to play as evil right? Because at that point there would be no reasons to not to. Since it's a game you don't have to follow your morality as you would in real life, because this is a game. And last time i checked players don't like to be "forced" or at least "strongly encouraged" to play something over something else. In an game as DA, it's an important part of the game. Sorry, but your idea applied in this game would be an utter failure, at least if implemented as you would. Because you are saying "i want to play evil and be rewarded more for it".
I would bet anything that the majority of players would still play the good path even if the rewards for being evil were enormous. The point of giving the evil option more reward is to make being good actually mean something, as well as to provide an actual reason for someone to be evil. You agree that being good means selflessness and evil means selfishness, right? Well, where's the selflessness in doing a good act if you know that in the end, you're exactly as well-off as if you'd chosen to be mean? Go back and read my analogy to Kim Jong Un. If he could have the life he has now without starving his countrymen to death, he most likely would. The reason he doesn't is because the rewards for making people suffer are too great for him to give up. That's why he's evil. He has chosen wealth over virtue. And the true moral of a virtuous person is that being good is its own reward. If you are upset that picking the good path doesn't get you as much gold as the evil path, then are you really as good as you think you are? Do you care more that a game evenly distributes reward evenly for each morality than having actual moral dilemmas? Was pulling the paragon trigger ever a difficult choice? Do you even want a moment of hesitation before doing the right thing instead of mechanically picking the virtuous option only because you want the good ending?
I think making a player feel something when they choose to be good or bad is more important than balancing rewards, because in real life, the rewards aren't balanced. That's why it's not unfair in a meta sense; it's just being true to life. A high-ranking inquisitor would have the prerogative to be corrupt and malicious with little fear of reprisal! One that is considered a holy person to boot! The most powerful tool of dictators is religion, after all, and using your status in DA:I to do bad things is an enormous opportunity for writers to explore that, and it would be a real shame if they didn't.
And THAT'S why being good in spite of the ability to capitalize on your position should matter more than how a few scenes play out. You the player should make real sacrifice to do the right thing. Everyone would be a saint if there was never something to lose from doing the right thing. Being good should be a test of your virtue rather than as petty a choice as choosing what color shirt to wear.
Also, who says a player on the good path couldn't do a couple acts of evil here and there? You know, maybe threatening the farmer to give you a bigger reward, or stealing a helmet out of a shop. Of course at the end of the day, you still will fight for justice and save the world. Hey, who would know?





Retour en haut







