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Do you think devs should indicate what the good and evil choices in RPGs are?

#1TheC0ndemnedOnePosted 12/6/2013 7:49:45 PM(edited)
Some games don't tell you, so when you do something, it might have a result that you might not expect. However, I was thinking of Mass Effect and remembered how it always had the good options in blue or at the top of the wheel and the bad options in red or at the bottom of the wheel. I guess that's good because it makes it easy for people trying to achieve some ultimate goal, but I can see how for some people that would be too dumbed-down. RPG discussion and dumbed-down game mechanics seem pretty controversial on PCH, so I just thought I'd ask what everyone's opinions on this situation are.
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#2ygfbvPosted 12/6/2013 7:49:53 PM
..you could just think about your actions and not blatantly decide whether something is good or evil, considering choices can have both good AND bad consequences.
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#3DV8ingSourcesPosted 12/6/2013 7:53:12 PM
Mass effect would be so much better if that didn't exist imo. Random spots on the wheel with better synopsis of what your character will actually say or even better, what he/she will actually say.

It made the game way too binary and I always ended up 100% renegade or 100% paragon while in reality I would likely have performed a mix depending on the situation. Also don't tier rewards to your morality. If you feel the need, make all playstyles as rewarding as the next.
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#4BendoHendoPosted 12/6/2013 7:53:30 PM
Critical thinking has all but been eliminated from today's RPG's, why would anyone want this?


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#5CatToyPosted 12/6/2013 7:55:14 PM(edited)
Mass Effect handled its Renegade/Paragon, and dialogue systems very poorly in general.

Labeling them good/evil doesn't really ruin anything either as anyone can derive the intent from the response.
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#6r7gerrabbitPosted 12/6/2013 7:56:03 PM
The Witcher and The Witcher 2 are how you do "morality" right.

Every choice has good and bad. There is no "right" or "wrong". It is whatever you want to roleplay the character as.

Of course we're never going to go back to the old days where there were branching text paths upon branching text paths which ensures unique conversations every time you played. Voice acting ruined that.
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#7TheC0ndemnedOne(Topic Creator)Posted 12/6/2013 7:58:04 PM
CatToy posted...

Labeling them good/evil doesn't really ruin anything either as anyone can derive the intent from the response.


Do you mean the players can already figure out what's good and what's bad without the choices being labeled so?

Personally, I've picked some things in RPGs that I didn't want because I thought the NPCs would react differently. Happens in real life, too.
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#8DiviDudePosted 12/6/2013 8:00:05 PM(edited)
Alpha Protocol has the best and most interesting moral choice system to date, and that's mostly because you really can't tell what the consequences of your actions will be in the long run, much less whether they're good or evil. The decisions are difficult, and you just have to go with your gut.

Save the girl or save a large number of innocent strangers? I had to stop and think about that one for longer than any other video game choice I've had.
#9ygfbvPosted 12/6/2013 8:00:20 PM
r7gerrabbit posted...


Of course we're never going to go back to the old days where there were branching text paths upon branching text paths which ensures unique conversations every time you played. Voice acting ruined that.


I love you.
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#10DV8ingSourcesPosted 12/6/2013 8:07:39 PM(edited)
DiviDude posted...
Save the girl or save a large number of innocent strangers? I had to stop and think about that one for longer than any other video game choice I've had.


Game is pretty amazing in that regard... mechanically it fell right on its ass though. I still recommend it to any RPG fan. Too bad the gameplay made it look like the next splinter cell and threw everyone not in the know for a loop.

edit: threw not through... derp
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