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Community Discussion: Blog by Xeon121 | It is only in our decisions that we are importantDestructoid
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After recently just finishing Deus Ex Human Revolution (I know! but i need to work!) it got me thinking about decision making in games past and present, and how it affects your overall opinion of a game.





After the credits had rolled I found myself thinking about the ending, did I really need 4 choices? Yes I had just spent the best part of 8 hours deciding how my Jensen fit into this brave new world but at no point did i really feel that this could have implications on how the game would actually end.

The beautiful thing about this game is that it gives you a thousand and one different ways to play through the game. You can be a cold blooded killer and slay your way to the end without remorse or any other moral implications, you can employ stealth and patients to quietly work your way through the story arc silently and non-lethally dealing with your adversaries.

Why give me 4 choices to decide the outcome of the story arc which up to this point with albeit a few minor moral choices had been pretty linear. Don’t get me wrong it's good that developers are giving us this option placing us as the key decision maker, letting us decide how OUR adventure ends and when it works out boy does it work. But when it doesn’t......

In Deus ex Eidos has created a fascinating, rich world full of back story (if your willing to hack the 100's of desktops) and atmosphere, they have kept me enthralled throughout the game with a snappy narrative, great plot developments and some really vibrant characters (Litita and ALL bosses not with standing) I trust them to be able to tell me how the story ends.

I could go on and on about the different emotions and thoughts that Deus Ex evoked in me but that’s not really what this blog is about....honest.

It got me thinking, does my dislike for morality and choice based games make me a bad or even worse a boring gamer



To explain I had to go back, WAY back to the games that first captured my imagination and set my expectations for the rest of my gaming days.

Games from the 80's to mid 90's defined my love of this medium and perhaps is having an impact on my love for it now. With Mario you had a clearly defined goal and a clearly defined outcome how you got there was in constant flux, you could fly your way to victory , eat magic mushrooms, use magic flutes to aid you in your quest. You could spray fools with fireballs or stomp the shit out of Goomba's. But the end game was always without question.

Save the princess, kick the shit of Bowser and go home for some cheese burgers and sweet sweet princess loving. Ok the last part was always slightly ambiguous but you see were I am going with this.

I am sure there are NES,SNES and Genesis lovers out there who can point me in the direction of a plethora of moral decision making games for that generation, but for 10 year old xeon they just didn’t exist.



Don’t get me wrong like I mentioned earlier when a game introduces moral based choices and outcomes that feedback into those choices and it actually works I LOVE them.

A few examples of that are the fallout (with the exception of New Vegas) and the elder scrolls series if I want to pillage, rape, and just generally be an out and out prick I can, and as a result the world I am living in reacts to this. Certain quests will no longer be available for my dick of a character , NPC's will react with fear and disgust at the sight of me. Like wise if my character is a shinning examples of altruism a beacon of hope, I will be revered wherever I roam NPC's will provide me with small gifts as tokens of their appreciation.

But the end result is mostly the same, you have your set endings ( And I know this sounds like I am contradicting myself but bare with me.) you can choose the asshole ending fuck everyone over and walk off into the sunset with the swag and wench underarm. Or you can take one for the team, be the hero that you have throughout the game set out to be. It makes sense.

To counter balance that, Fallout New Vegas had a million permutations to the ending a million choices to decide who rules Nevada for evermore it just felt like to much....... to the extent I have not finished the game.




Inevitable conclusion

I want to be given an ending that I feel I have helped create. I want this without multiple play throughs and for it to feel relevant to the character I have shaped for 10+ hours, and why????

Well i think its a combination of things, I am lazy I do not have the time anymore to play through 4 or 5 different endings to get the one i feel relates better to me as a person and a gamer. Does that make me stupid? lazy? Boring? unimaginative? ungrateful?

Yes probably all of the above! As someone who used to have countless hours to dedicate to a proper game it sickens me slightly that i just dont have the fortitude, patience or time to make a decision that will sum up my overall experience of a game on the off chance I regret it and have to reload a save game to go back and change the decision.

I suppose choices are like opinions and opinions are like assholes........

What do you guys think? How do you feel about moral decisions in games today?
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Glad you approve Monti and as always you have left some valuable insight and really gave me the feedback I was looking for in my first blog.
Moral choice systems are a difficult thing simply because they're so God damned binary most of the time. Deus Ex: Human Revolution was less binary in its choices and more pragmatic; do you hang onto a crossbow because you never know what might happen in your next mission, or do you hand it over to an old friend to make sure a piece of garbage goes to prison? Do you knock out an officer of the law because he's guarding the police station's armory, and steal weapons and equipment from it, consequences be damned? And those are just the small choices, which can be as simple as choosing to go left or right.

The thing that I really enjoyed about Deus Ex: Human Revolution's moral system is that it's deliberately ambiguous. The player decides what's good and what's evil based on their own moral compass and acts accordingly. The game doesn't give you a binary choice and tell you which option is which, and that's a good thing. I've always felt that when gamers are asked to make choices, the circumstances and consequences of those choices should be as ambiguous as possible. ARMA 2 did this very well, with multiple missions and incidents in the campaign being influenced by decisions you make. In ARMA 2: Operation Arrowhead, there were even two completely different missions determined by whether you got shot down on a chopper flight or completed your mission. The important thing being they never tell you what result your decision, success, or failure will have on your future. It just happens dynamically.

That's really what I wanted out of the end of Deus Ex: Human Revolution. I wanted it to end based on what I'd done, as opposed to my last act of the game being a selection from four buttons, and being told explicitly what each does. I imagine that would have been maddeningly difficult to program, though.

As a side note off the topic at hand, welcome to the C-Blogs! You should follow this up with an introductory C-Blog (I recommend you write it over the weekend, proofread it, and post it on Monday. There'll be more traffic then, and a lot of folks will want to welcome you to the community.) Standard fare is to tell a little about yourself, how you got into gaming, what some of your favorite games are, hobbies if you have any, and how you wound up at Destructoid. What you've got here isn't a bad start, though. Keep it up and don't get discouraged if there's a lack of feedback.
@Thunder Monti,

Well done, sir. Your scathing retorts and grasp of knowledge and syntax is incredible. I'm honestly awestruck. Here, have a funny picture of Batman:



You can keep that.
@blindfire awesome feedback. You hit the nail on the regarding deus ex.
I'm generally wary of moral systems in games. Since their inception they haven't really evolved much, and remain very black and white. I think that for "hardcore" gamers that will play the game ten time, it adds a lot of value. For me, it adds a lot of frustration that I don't get to experience all of a game's content unless I have 500+ hours to pump into it.

Also, @blindfire: I agree completely, when given a thinly veiled choice I make a decision as a gamer, not as a person. Deus Ex handled that really well with intentionally vague decision, but the whole "Okay, here are the endings! Pick one!" sounds really out of place.

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