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fable 2 was a prime example.. i started out the epitome of good, and then about 2/3 through the game, i just didn't care anymore.. and after i took out fairfax, i went through all the towns slaughtering people..
anyone else do the same?
I like the fact of a neutral Karma system because it's the most objective standpoint one can take in a quest, instead of the sometimes over the top goody too-shoes or evil approaches. But I think the main problem in videogames is that the middle road never rewards the player as much as the extremes do, so maybe if devs changed that more players would choose to become more neutral in their playstyle
I think neutral karma will work when a game comes out that actively tries to make it work and make it useful, and well succeeds at it.
I often find myself leaning towards being good in games anyway, having to make an effort to be bad (or just pissed off).
Oddly I was mainly a dick head in GTAIV, because I would kill the characters that annoyed me the most (given the choice), even if it turned out to be the "Wrong" decision. Still wonder what it would have been like to have PlayBoy's Penthouse, but he was going to help kids and that, whereas the other guy was a washed up ass hole with no respect for the people keeping his business alive whilst he was away... jerk.
While it's nice to have, I never thought it was much fun. I won't miss it in this.
1) Save people from the gang -good
2) Slaughter the people along with the gang -bad
3) Watch the gang slaughter the people? - neutral?? sounds bad to me
4) Watch the gang slaughter the other gang -boring
So,why bother :D
But a lot of developers seem to have the same mindset that players don't really bother with with it. Morality systems have become something that adds replay value. Effectively it's not a choice but a problem with a "optimal" answer.
I doubt we'll get something where you have a lot of morality options and it impacts the gameplay in a meaningful way anytime soon. Maybe a system like the old RPGs with the 9 alignments based on D&D(lawful good, chaotic evil etc.) is still only suited for tabeltop gaming as it stands.
After all, how many "neutral" decisions do superheros really face?
The good karma/bad karma is set: it won't change. If all of a sudden you come to the conclusion that shooting a child in the face is okay, perhaps even good, and you choose to echo that moral assertion in the game, you will still be bad, without doubt, because the Capital Wasteland does not agree.
The only way to be absolutely neutral would be to land dead centre i.e the karma scale would have to be 1-11 with 5 being your absolutely neutral point. Any leaning on either side would make you good or evil anyway, so what’s the point? There’s no such thing as neutral with a leaning towards good – that’s just ‘good, but not brilliant’.
RPGs such as KotOR, Mass Effect, Oblivion, etc have much deeper consequences as well as a far more varied selection of choices themselves.
Also, you get jack squat for being neutral, so why would you ever WANT to be so?
For me it depends on the game but I try to be neutral sometimes. Which usually involves the "no BS" dialogue option. Being neutral though is mostly fine for dialogue and most option but when big choices come along where it's clear cut that there is no neutral ground then you have to make the choice and can't remain Neutral (kinda like real life in fact). And unless the plot is really well written or you have a very good reason, it's hard to justify nuking a city only to save a village an hour later....
That said in Fable I was good because the world was so friendly and fun it just felt right.
In KotOR I always play Sith first but I've noticed that the games seem to be made for a specific alignment. The first one seemed tailored for Dark Side whereas the Sith Lords was underwhelming as dark and better as light.
In Mass Effect I was mostly neutral-good. I played with the military theme in mind.
In Planescape Torment I was mostly Neutral as it was possible for most of the game.
anywho yeah I like neutral but it needs to be very well supported in the game to work.
Though, it's the best if it's neither good, bad nor neutral - just consequences with mixed amounts of these.
BTW Neutral is just minding one's business and I believe most people in real life are neutral.
@Emrah
Calling the cops would be neutral for normal person. For casual game hero - helping is neutral! They don't have to sacrifice anything to help. They take no risk, easily steamrolling through the gang, and may possibly get some favours/money out of this. It's just a good deal to do it - so no good Karma.
Playing an evil (or even neutral) character in a game takes an active effort on my part. My natural tendency is to go rushing off to save the children or pull cats out of trees to help people, frequently for no reward. I don't mind a morally grey path, but I find it to be less rewarding (psychologically.)
I liked Mass Effect's choice of "Renegade" or "Paragon" routes. It changed the standard good/evil choice into a lawful/chaotic choice, which was lots of fun for me.