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About Me


My name is Artie Augustyn... and I'm an alcoholic. No I'm not, but I feel inclined to say that joke when given the opportunity no matter how predictable it has become. I started playing video games in 1997 when my parents bought me a Nintendo 64 and pleading for one for years. I was given Super Mario 64 and Goldeneye 64 on Christmas, and a year later on my Birthday I got Ocarina of the Time. I eventually moved up to a GameCube based on the brand recognition. I was soon persuaded into the world of Sony after playing Dynasty Warriors and Vice City at a friends house, and now I stand before you with an Xbox360, Playstation 3, Wii and PC.

For the most part many people have considered me a "late gamer." I never owned a NES, SNES, Sega Console, or Atari and I get a lot of flak for that. I've begun an initiative recently to go back and play older games that people hold to high praise and you can follow that on my podcast which I'm sure I'll mention a thousand times in this blog.

In terms of my views on gaming, I'd like to think that gaming will one day achieve a level of professionalism and seriousness such as movies or books. I think there are a few reasons that this goal has been kept back. Many gamers don't take the notion seriously, in addition to many leading voices not knowing what they're talking about, and in general everyone's disbelief that it's possible for games to be something more than what they already are. Although, I found Destructoid's views to make the most sense out of what I've seen so far, so I made an account on that sole reason.

I think that covers everything.
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Every Pill is Red: The Futility of Choice
DinosaurPizza | 3:51 AM on 04.23.2010 25 comments




In 1987, at the height of its popularity, the famous movie series Rambo got a video game adaptation. The game itself wasn’t anything memorable, with the exception of a design choice made at the very beginning of the game. Upon being briefed on a possible mission, the player (Rambo) is given the option to accept the mission (yes) or decline it (no). Saying “yes” would continue the game as it was the desired result. However, if the player was a bit adventurous or perhaps overjoyed by the thought he could control whether the mission would exist or not, they could press “no.” Unfortunately, saying “no” prompted this response from the Colonel.

At the time it was a funny gag that was continued in countless other titles afterward. It worked because back then games were limited in their ability, the idea of being able to choose anything was a fantasy that even games couldn’t conceive. The good part about this story is that games are not longer limited to 8-bit graphics or memory limit sizes. Developers can create whatever their mind thinks of. The sad part is despite years of innovation no one has figured out the fundamental uniqueness that games have: the ability to do things differently.

“BUT WAIT, I PLAYED A _______ (BioWare, Bethesda, Obsidian, Irrational) VIDEO GAME! AND I CHOSE A BUNCH OF STUFF IN THAT!” is the likely response that should be generated right now. Yes games have had some sort of player-interaction ever since you could change your main character’s name in Final Fantasy, but that’s not what I’m talking about. When you pick an action in real life, it has its ramifications. Games have yet to really tap into what that means, and if you don’t believe me I’ll break down the biggest examples.

Let’s start with the examples that prove my point, because it makes me feel better about myself. InFamous was released around this time last year and one of the core mechanics was the player’s ability to pick the main character Cole’s morality. Either becoming Famous and praised by the people or Infamous and feared by them. Sounds awesome, but what it resulted to was very obvious decisions that weren’t so much “decisions” as they were incremental “are you sure?” notifications after answering the question of “Do you want to be an asshole?”



For example… and this is a real “decision” in the game. You come across a locked door with a man standing behind it. Cole’s internal monologue begins and weighs the options of asking the man to nicely open the door, or blast it down with electricity and kill him. This is the most ridiculous scenario I’ve ever come across in any game ever. Neither option has any more benefit or efficiency than the other, the only difference being what kind of person you want Cole to be. Add on a few gameplay mechanics that make it pointless to choose anything but the same type of answer the entire game and you begin to wonder why these scenarios were even programmed in the first place.

On the other end of the spectrum, you have games that present two different approaches, but there’s only one “right” answer. Bioshock is the best example of this. You’re supposed to be torn over the idea of killing the little sisters for your own self-benefit and preservation, or maybe preserve what little humanity is still left inside you and save them. The problem being that the moral high road also ends up being the more beneficial road. So I ask the question: Why would anyone choose to handicap themselves, and be considered a “villain.” There’s no benefit, so the supposed dilemma is degraded into simply pressing a button.

In addition to these two examples there are literally dozens of games that fall into the same problems (Fable, Knights of the Old Republic, etc.). So you may be wondering what I’m expecting from choices in video games if these examples don’t fit my criteria. In order to explain, I’m going to have to get real psychological on you.


Anyone who’s taken a Psychology course should know the name Kohlberg: A famous psychologist who studied and presented a steady chart progression of morality in human beings from birth to death. Not everyone masters the entire chart, and many people are left on the lower end, you know them as “selfish jackasses.” One particular way of analyzing where you are on the morality line is the Heinz Dilemma:

“A woman was near death from a special kind of cancer. There was one drug that the doctors thought might save her. It was a form of radium that a druggist in the same town had recently discovered. The drug was expensive to make, but the druggist was charging ten times what the drug cost him to produce. He paid $200 for the radium and charged $2,000 for a small dose of the drug. The sick woman's husband, Heinz, went to everyone he knew to borrow the money, but he could only get together about $ 1,000, which is half of what it cost. He told the druggist that his wife was dying and asked him to sell it cheaper or let him pay later. But the druggist said, "No, I discovered the drug and I'm going to make money from it." So Heinz got desperate and broke into the man's store to steal the drug for his wife. Should Heinz have broken into the laboratory to steal the drug for his wife? Why or why not?”

Take a moment and think about it.



So was Heinz right? As it turns out, which side you picked doesn’t actually matter. Instead the reasoning why either party was in the right is what decides your morality. For example saying “Heinz should’ve taken it because he needed it” would fall under stage two morality (out of six). Similarly, saying “Heinz should not have taken it because stealing is bad” would be stage one (feel free to check out the wikipdia article explanation to see if you’re a bad person or not). This dilemma is used to accurately judge a person’s morality thinking, but it also doubles as an explanation that nothing in life is simple and shouldn’t be presented that way.

Let’s take an example of how games have failed to present that. In the original Mass Effect, players come across a thought to be extinct race called the Rachini. This insectoid species were directly tied into galaxy-wide warfare, and generated multiple other problems including the Krogan Rebellions and in turn, the Genophage. If you didn’t play Mass Effect, the simplified version is: their entire existence has harmed the rest of the universe and almost brought extinction to other races through violence and slaughter. These guys don’t have a good reputation.

So players come across a surviving queen of the Rachini, but this one can communicate. The queen speaks to you and pleads for a second chance, promises not to cause more warfare and bloodshed as long as it got to live free. At this point the choice is given to let the queen go, or kill it. Now if the queen is let go, everyone is down on your opinion at first… but show optimism in the species’ future and ultimately decide you did the right thing. On the other hand killing the queen gives you the label of “mass-murderer,” the council asks what it’s like to commit genocide, and no one agrees with your choice. After all, you did just murder an entire race… right?

But wait. I chose to kill the queen because in my mind letting her live meant the death of millions more (and probably a really lame side quest in the future). How come that line of thought was never brought to focus? I can only be Jesus or Lucifer himself? That seems very narrow-minded.



The Dungeon’s and Dragon’s alignment system is the best representation of how players can do good or evil actions for different reasons. I won’t go into full detail, but the jist is there are different degrees of good and bad. Certain types of evils conduct their villainy in more/less subtle ways. Darth Vader and Jigsaw are both evil people, but in different kinds of ways. There’s a lot of depth and thought-process behind these more complex decisions that seem to be neglected in any game that tries to represent them. Let’s try to think smaller.

The best examples of choices in games are usually the more “fair” options. Let’s put BioWare in a positive light. Their late 2009 release of Dragon Age fulfilled many of my expectations and went above and beyond some design choices when it came to how much freedom we had to change things. Take for example Shale. Shale is a huge golem monster that was created by artificial means and has a pretty depressing history.

About three fourths of the way through the game the player is given the option to recreate multiple Shale-like beings. The people chosen would be volunteers and overall would create an army of unstoppable proportions, perfect for the prodigious task that awaited you at the end of the game.

However choosing to create these golems outrages Shale so much that she vows to strike you down if you commit such an indecent act. Regardless of your good intentions, there is an obvious cause and effect in this scenario. The dilemma being a stronger army for the last battle (which has only been referred to as an impossible task in addition to the entire game being extremely difficult) or keeping one of your party members.

It’s an interesting decision that many players had to face. The best part of this particular outcome is the removal of assumption. The game does not think you hated Shale, or wanted to create golems, or anything. It simply presented the sides, and applied the aforementioned consequences. Not only that, it added a bit of risk and worry to the action itself. Take this in comparison to Mass Effect 2, where every character will always be with you no matter what you do until the very end.



The best example of fair but interesting choices I’ve seen is from a little eastern-european game called The Witcher. The entire game is extremely interesting despite its somewhat poor quest structuring but the first major decision in the game is worth mentioning. After a few hours of playing the game players have to decide between helping an angry mob of townspeople kill a powerful witch who has claimed to doom the town and all of her rivals to misery, or protect the witch and suffer the fate of the townspeople’s wrath.

The important part of this choice is one vital and fundamental difference from any other game: there’s no combat. There’s no worrying about which side will be easier to fight, or anything like that. When you remove the difficulty factory you just think about what makes the most sense, and not which path will be more beneficial. The townspeople have a right to want to kill this witch who has been blamed for cursing the town and ruining many peoples’ lives (even killing some). At the same time the witch claims everything is just a big story and the people are just manic looking for someone to blame.

So the player has nothing to rely on by their gut and their wits. Who is more likely to lie? Even if they are lying are they worth siding with? What are the long term effects? Who could sway the game more? Each decision is a sound choice, and each consequence is obvious from even before you choose. Neither side is presented in a better or worse light, so there’s no “right” answer; it’s all a matter of how you want to play things out based off of your own thoughts.

So what does this all mean? As of right now almost every game with any type of ability to change the flow of circumstances or affect the story personally keeps it very “safe.” Every Mass Effect 2 character will always stick with you, whichever person you kill in GTA4 doesn’t have long-standing effects, and no matter what you do: the game will never allow you to dig yourself a hole. Many people agree with this way of thinking, but I find it absolutely boring.



I’d like to think that one of the reasons everyone loves Quentin Tarantino films is because of his unrelenting ability to go against conventions. He will kill John Travolta half-way through the movie. Robert DeNiro a bad ass? Psh let’s display him as the biggest scum bag ever and have him die for being an idiot. I’d like someone to take that approach and apply it to choices in games, because that’s really how it should be. Knowing that serious ramifications could occur if you act like an idiot makes you think about your choices more seriously.

Choices are in a mindset of constant invincibility right now. Nothing bad ever happens; try doing that with other games. Boot up Starcraft and put in the “power overwhelming” cheat and see how much fun it is. Or try beating GRAW with invulnerability. It isn’t fun, or even interesting. Developers don’t realize that without the ability to fail, the possibility of screwing everything up, the reward for succeeding isn’t there. Because no matter if you made planned and intelligent choices, the twelve year old kid hitting the “mean” option will make it through the game with just as much ease.

I’d like to think we’re a pretty smart group of human beings. I can’t be the only one who’s out-smarted the predefined choice-mechanics and chose a logical solution that was presented as something I did not intend. If anything thousands of gamers every day are revealing the mechanics to be simplified and rudimentary. So why not offer us with more difficult decisions and thought-provoking actions. I think we can handle it, do you?

Please leave a comment and let me know what you think.

-Artie Augustyn (DinosaurPizza)

ADD-ON: I changed all the pictures to be hosted by Dtoid (despite my loathing for its forced resizing that took an hour to work around) and formated them so it doesn't look so cluttered.



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24 comments | showing # 1 to 24
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Om Nom On Souls's Avatar - Comment posted on 04/23/2010 04:57
Om Nom On Souls
Simply by merit of the title I fapped this article. Well done sir, you now have 1 more follower to your name. That sounded sarcastic, it wasn't.
Monodi's Avatar - Comment posted on 04/23/2010 05:27
Monodi
I always thought that choices in game story lines were interesting, but it is very hard to get a true meaning behind your choice.

I don't like how you are only between being Mother Theresa and Jack the Ripper in inFamous and many other games. In fact, I think that some games need to be a bit linear because the huge amount of choices can spoil our thinking about the game and or actual goal. That is a reason why I don't like Fallout so much. They give you so many options and so many places to explore that I don't know what to do next most of the times.
Atlas's Avatar - Comment posted on 04/23/2010 07:01
Atlas
HEY! Killing the Rachni Queen turns out to be a bad thing! You basically kill an ally. The Rachni were controlled by the Reapers when they fought the Citadel Council, as revealed in ME2.
Occams electric toothbrush's Avatar - Comment posted on 04/23/2010 09:33
Occams electric toothbrush
Jackie Brown is my favorite Tarantino film.

/fap

Oh yeah, neat article too.
Trev's Avatar - Comment posted on 04/23/2010 10:30
Trev
I disagree about InFamous. In a way, I found the very isolated choices freeing. Because they were all so momentary, I wasn't worried about which one will make the game easier or harder or about cheating myself out of some special equipment later. It was whatever I felt like at the moment; did I want save them, or fry their shit and take their stuff? In the door example you give, you need to get through the door and realistically you'd never see that NPC again either way. This is almost the perfect implementation of moral choice because neither option has any more benefit or efficiency than the other and the only difference being what kind of person I want Cole to be. The choice is in there just for the player's amusement. I agree it was kind of pointless to pick varying good or bad throughout InFamous; you really had to go whole hog one way, but that's comic books for you.

I haven't made it so far into Mass Effect or ME2, due to an unfortunate Xbox death but my experience in Fallout 3 was the opposite. Finish a quest "wrong" and you can be out some cool gear. In the quest "The Replicated Man", there are two possible outcomes. Tell a guy he's a robot or sell him out to a scientist, but the only truly good way to get through the quest is to:

1) Tell the guy, get his sweet plasma rifle.
2) Convince him to let you to kill the scientist.
3) Sell the guy out to the scientist, get a perk.

After that, both NPCs cease to matter and can't really be interacted with again, so the fate of the android and scientist are meaningless and there's no reason to care about either of them beyond the loot. I was supposed to care about Harkness's fate, and it was presented as a big stinky deal, but it didn't matter how I felt about treating NPCs, just which reward I wanted, and even then I found away to circumvent that choice making it meaningless in a bad way instead of being meaningless in a just for kicks way.
walrusmustdash's Avatar - Comment posted on 04/23/2010 11:16
walrusmustdash
This is a really excellent blog. I like how you conceptualize the problem with choice in most games as the game making sure that you don't fail. This is a really good way of looking at it, and not really a phrasing of the problem that I would have come up with myself.

Also, thank you for pointing out how much better Dragon Age is at giving your choices weight than every other Bioware game. It's really the only game I've played (my computer can't run The Witcher) where I felt like the promise that "My choices would MATTER" was actually fulfilled. Probably one of the hardest moments I've ever had in a game was the decision over how to resolve the situation with the child in Redcliffe. I turned the game off for a whole day to think about that one, and even though I still feel like I made the right choice, it haunted me for a long time afterward. Hell, it still kind of haunts me, and I played the game back in November!

I think it works so well partially because they removed the D&D alignment system, and made everything instead relative to your party members' opinions of you. When you're working with a concrete spectrum of good and evil, the choices sort of inevitably become obvious and binary, and it's almost inevitable that you'll try to game the system instead of having an honest reaction to the choices you're presented with. Moral relativism FTW!
DinosaurPizza's Avatar - Comment posted on 04/23/2010 12:35
DinosaurPizza
@Atlas: Regardless of how things turn out, I think the initial option has some degrees and reasoning to it. After all, at that time we didn't know what was going to happen. If anything I would've liked to feel like I made the right choice and then think I was an idiot later, rather than just have everyone be down on the idea and then be called an idiot.

@Trev: I understand why someone would like what InFamous did. But when taking into account that the best powers are only accomplished when you go very evil or very good, there's no incentive to ever do one choice differently than the one before it. At that point it might as well have been a menu option at the beginning of the game. You know?

@Walrusmustdash: I'm glad you enjoyed the article. I'm actually kind of kicking myself in the head right now for not mentioning how Dragon Age displays your actions based off of your party's reactions. I really loved that in the game and I was hoping it would be mirrored in ME2... but everyone kind of thought the same thing.

For example saving the "base" at the end of the game, I thought someone like Grunt at least would be like "F YEAH, KILL SOME MOFOs." But even he was down on the idea. I should probably write something about how Dragon Age is better than Mass Effect 2 and have the whole internet blow up :P

Thanks for reading guys.
wanderingpixel's Avatar - Comment posted on 04/23/2010 17:45
wanderingpixel
I absolutely agree.
D Sane's Avatar - Comment posted on 04/23/2010 18:09
D Sane
This is an awesome read. Front page worthy, in my opinion.
Trev's Avatar - Comment posted on 04/23/2010 18:33
Trev
@DinoPizza
I agreed with you on that part. It would have been interesting if there was some benefit for staying even-keeled as well so it wasn't down to a good run and an evil run.
Stephen Beirne's Avatar - Comment posted on 04/23/2010 18:38
Stephen Beirne
Brilliant article. Well-reasoned and clear, I like it.

It's not an important point but I have a question: how does acting to save the little sisters in Bioshock result in more benenefits than otherwise? I have been under the impression that the difference is ultimately null.

It seems the most effective moral choices in games are those predicated on utility, where each option has benefits and drawbacks proportionately equal to one another but varying in type; those choices which favour one side over another or fail to differentiate between final results are symptoms of a predescribed moral order of which the player is informed but fails to partake in. For example, it doesn't matter if you save or destroy Megaton because all actions are equally rewarded, and if you kill the Rachini queen you are admonished for taking the wrong course of action. SO SAYS THE DEVELOPER! YOU THOUGHT YOU HAD A CHOICE? YOU FOOL!

Most moral codes in games are ultimately deterministic in that your choice hardly ever has any proper or relevant impact. Bioshock is the one game where I was able to appreciate this because, although a deterministic moral system makes for a lacklustre game experience, it fit in perfectly with the theme of Jack as a slave without free will.

Also, DA:O had the best system of moral choice.

What do you think?
Ramalho's Avatar - Comment posted on 04/23/2010 19:03
Ramalho
Don't blow up Megaton, it's a great place to stop by and have the best merchants. Also, great article man, I wish I could fap more than once but that would probably dry me up.
Xander Markham's Avatar - Comment posted on 04/23/2010 21:16
Xander Markham
This isn't just the best blog post I've read since coming to Destructoid, it's outright one of the most intelligent and provocative articles I've ever read on the topic. Phenomenal work, fingers crossed for you that it'll get recognised with front page coverage at least.
DinosaurPizza's Avatar - Comment posted on 04/24/2010 03:41
DinosaurPizza
@Byronic Man: First off, in BioShock the little sisters leave you "presents" for helping them. These presents include more adam than the extra amount you get for killing them, so at that point its an even match. However saving the sisters also gives you special access to plasmids only available through gifts, that's where the balance is tilted.

Second, blowing up megaton I think may be the only example where those type of choices are given freedom. Ask anyone who played Fallout 3 and blew up Megaton once they got there how much fun they had. I'm sure they'll explain how they always had stuff to sell but no one to sell it to, needed equipment, healing items, and everything. That's because the main source of all that stuff (Megaton) is gone. And this is before they know Rivet City exists.

If those choices were in the rest of the game, I feel like that'd be a good way of saying "Hey, maybe you shouldn't blow up the only civilization that you're aware of." Unfortunately F3's interesting choice designs began and ended with the megaton bomb. It is a good example of "letting the player fail." Unless of course you did it after finding Rivet City, in which case nothing bad really happened. In fact the one unique quest at Megaton is preserved because Moira becomes a ghoul and you can still do the survival guide, oh well :/

Third, yes I think Dragon Age had the best moral choices in a game. It really tested the threshold between your decency of a person, how you felt about the characters, and how willing you were to "suffer" for that stuff. For example, that kid at Redcliffe? Totally dead. You know why? Because magical beings in Dragon Age are HARD AS HELL to defeat. I knew I probably wouldn't be able to accomplish the task, so I didn't bother. I felt I made the right choice.

Also the last choice with Morrigan, I literally left the game on for twenty minutes thinking about it. That's only happened to me once before.


@Everyone else: I'm glad everyone is enjoying the article. I didn't think the turn up would be so positive.
Ninja In Distress's Avatar - Comment posted on 04/24/2010 10:35
Ninja In Distress
You bring up Bioshock's moral choices. I counter with the moral choices present in Strange Journey, which aren't the stereotypical Hitler/Jesus fare. Do you side with Law? After all, Law creates a perfect, peaceful world, devoted to God. The only problem is that it does it through brainwashing, and I would argue that peace is not worth a loss of personal freedom. Then again, even the brainwashing is debatable. The angels claim they are simply showing humans the one true path and the truth of all things, and from an outside perspective it would be wholly impossible to tell the difference. It may look like brainwashing to you, but how could you be certain? The "good" alignment to follow in the game, Neutral, is varying degrees of good or evil depending on how you view the human race and how optimistic you are about them.
Stephen Beirne's Avatar - Comment posted on 04/24/2010 14:47
Stephen Beirne
@DinosaurPizza

Re: Bioshock

I see. I was lead to believe the difference was ultimately minimal for one reason or another (that is to say, the newly available plasmids). Well, I'm on my second playthrough where I have chosen to be good so I guess I will see for myself.

An interesting point is that in Dragon Age: Origins, the most prominant and rememorable cases of moral choice do not have a clear good/evil dichotomy, if at all. The child in Redcliffe and Morrigan's ultimatum, as you say, both offer dilemmas that take their source from situational obscurity as opposed to clarity of action. And each result was directly contingent on a broad array of accumulated player choice.

To be clear, I decided to play a diplomatic dwarf noble and so pumped points into cunning and speech. When the time came to resolve the Redcliffe dilemma, I discovered through cunning that there was a hidden alternative which would produce an optimal result with no loss of life. This alternative was revealed through my previous decisions to free the blood mage from the dungeon and to aid the mages in the mage tower to the best of my ability (as I had done prior to the Redcliffe quest). All in all, the option was dependant on a stringent stream of ongoing player-choice. More importantly, even though this option would have given the 'best' result, there was no clear good/evil solution otherwise. Each alternative could be validated as a good course of action and is presented as such. Similarly with Morrigan's ultimatum (I thought it over for a good fifteen minutes). You ask anybody if they choose the 'good' option and they'll tell you they did, but give you varying stories of what the good option was.

I'm not quite sure I follow you on the Megaton decision making. The way I saw it was that nothing detrimental would really happen anyway as any decision I made would be brushed over shortly thereafter. Moira's quest survives, you get a swanky new room in Tenpenny Tower (I think), the story is wholely unaffected and any Karmic negativity can be rectified by repeatedly giving water to a hobo. The moral choices in Fallout 3 largely begin and end with each quest and otherwise are 'solved' through utilitarianism.

Sorry for the stupidly long reply, btw.
DinosaurPizza's Avatar - Comment posted on 04/24/2010 17:26
DinosaurPizza
@Byronic Man: I appreciate the feedback on articles, long comments mean more reading for me :D

For Fallout 3, what I was getting at is that its the only example I can really think of where it's possible for players to "fail." In games you frequently come across something like "talk to his guy, or just blow his brains out." It never matters either way, because even if he did have information it isn't that important.

With Megaton, those supplies, and safe getaways for new players are very important. There's only two self-sufficient towns in the game, Rivet City and Megaton. If you're a new player to game, finding Rivet City is difficult to do. So if you blow up the one source of cash, supplies, and safety, you really screwed things up.

Of course it was possible to survive without Megaton in the game, but it made it supremely more difficult. I know a lot of people who stopped playing Fallout 3 because they blew up Megaton and didn't find it fun anymore. That's what I'm getting at with that specific choice.

With every other quest and aspect in the game, yeah totally. Things only affected other aspects later on in the same quest, not the entire world itself.
EternalDeathSlayer's Avatar - Comment posted on 04/24/2010 17:56
EternalDeathSlayer
I love Jackie Brown. The music was just perfect. Everything was, really.

But the music really stood out. It just worked so well

Also, I agree about choice. It's all BS, at least in the games I've played. Of course, ME3 could change things. We'll see what Bioware can do whenever it comes out.
Holyetheline's Avatar - Comment posted on 04/24/2010 18:20
Holyetheline
This was an excellent article. I'm definitely ready for more ambitious decision mechanics in games.
AKK's Avatar - Comment posted on 04/25/2010 07:18
AKK
I have three responses:

1) Sleep is Death negates this post's title! You must change it to "Almost every" or "Nearly every."

2) I disagree with your idea that fun requires reward. Turning on invincibility cheats can absolutely be fun. Sure, I don't "get" anything if I turn on God Mode in an FPS and just mow down baddies, but I can sure as hell enjoy doing so.

3) Otherwise, I completely agree, and think this was a very well-written and well-thought out post. I especially agree with how ridiculous it is that there are no rewards for being a dynamic character. You must be evil or good FOR THE ENTIRE GAME or there will be no benefit for you. People are very rarely so flat, and it makes choices rather boring. Because after the first choice in a game like Mass Effect or Bioshock or Infamous, you have your choice made for you for the rest of the game. What, I started evil? Guess I'll be evil for the rest of the game.

That's boring as hell.

Well played, sir.
Elsa's Avatar - Comment posted on 04/25/2010 15:13
Elsa
Excellent article (and I expect we'll see this on the front page at some point). I think Bioware has always tried to include some elements of "real" choice in their games. Baldur's Gate comes to mind where who you had in your party and how you interacted with them had actual consequences not only throughout the game, but also at the end of the game. Dragon Age: Origins continued much of this - though they still seem constrained by technology and the sense of choice with inherent consequence didn't grow as much as I had hoped it might.

It will be interesting to see games expand on this concept (as technology allows)... and in the end it will mean a growth for gaming as a medium that will further differentiate it from movies, books or other media.
Cyril's Avatar - Comment posted on 04/29/2010 02:06
Cyril
@Ninja in Distress

The problem with Strange Journey is that its moral choices have been used the same way since SMT1, even in side-stories like Raidou. Law represents Order and Responsibility and Chaos Freedom. It was "innovative" in SMT 15 years ago, now it's almost dull. In fact, I think Raidou vs King Abaddon does a much better job at conveying these choices than Strange Journey did. Nocturne was a tad bit more interesting with its twisted Law choices, however.
Stephen Beirne's Avatar - Comment posted on 07/06/2010 18:52
Stephen Beirne
Scandalous that this never made it to the front page.

Hmm reading back over my first post, I should amend where I said "the most effective moral choices in games are those predicated on utility". Rather, most blah blah are those predicated on balance, be it a balance of utility in consequence, a balance of meritable actions, or a balance of impact on the player/character.
knutaf's Avatar - Comment posted on 07/18/2010 02:55
knutaf
Everybody else has said it already, but I'll say it, too. This is serious frontpage material right here.

One beef of mine is how Mass Effect judges me based on some of the really pretty morally ambiguous situations presented in the game. The whole topic of the genophage was my favorite topic, because it's such a freaking sensitive topic. When talking with a Krogan, I'd find myself choosing my words very carefully if it came up, but not so much with Mordin, since I ultimately supported it.

Anyway, the judging... since I supported the genophage, whenever it came up in dialogue, I was branded a "renegade." I don't think the right and wrong sides are so clear cut; I wish they wouldn't apply paragon or renegade labels there, as if they have an infallible moral compass.
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