So I was working on a game today which includes that most old-fashioned of systems: morality. A staple of RPGs from the early medieval times, a morality system allows you to define your character using binary choices with easily grokkable moral values.
Will you murder the leprous peasant or take him to hospital? Will you feed the cow to the starving child, or feed the child to the starving cow? Reform or Green? The problem is, given a range of obvious moral binaries, players feel compelled to choose good options, against their own best interests and even against what’s interesting.
Such binaries must be clear to feel fair, but in being clear they actively remove choice. (This is why more modern versions of this idea tend toward nihilism, offering a menu of equally awful options despite this being as much fun as eating in a Wetherspoons.) Curiously, though, players are rarely paragons of virtue. Should the game offer an exploit, most players will take it.
Esta historia es de la edición November 2024 de Edge UK.
Comience su prueba gratuita de Magzter GOLD de 7 días para acceder a miles de historias premium seleccionadas y a más de 9,000 revistas y periódicos.
Ya eres suscriptor ? Conectar
Esta historia es de la edición November 2024 de Edge UK.
Comience su prueba gratuita de Magzter GOLD de 7 días para acceder a miles de historias premium seleccionadas y a más de 9,000 revistas y periódicos.
Ya eres suscriptor? Conectar
NO MORE ROOM IN HELL 2
You're not alone in the dark
WINDBLOWN
Life after Dead Cells
COLLECTED WORKS - JOSH SAWYER
Journeying to the Forgotten Realms, Infinity and beyond with the RPG veteran
SCREENBOUND
Going deep in a mind-bending hybrid of perspectives
Trigger Happy
Shoot first, ask questions later
Grand strategist
Paradox's Mattias Lilja addresses the publisher's recent difficulties - and the plan to right the ship
Diablo IV
A progress report on the games we just can't quit
Ghosts 'n Goblins Resurrection
In Capcom's diabolical tribute, evil goes far deeper than the demons on the screen
SERENITY FORGE
How a near-death experience lit a fire in the Colorado-based developer and publisher
THE MAKING OF...ALIEN: ISOLATION
How a strategy-led studio built a survival horror masterpiece in Ridley Scott's image