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It’s 1998. You’re a good few hours into Metal Gear Solid. After a dumb move by Snake’s squeeze Meryl you’re forced to backtrack half the game to find a sniper rifle. Upon returning to the scene you find her body replaced by a few blood spatters and the deadly-accurate laser sight of Sniper Wolf.

So you hit the deck, pop some pills, and harry the sh*t out of her with your own scoped boomstick. Once victory is achieved, you run to investigate where the hell Meryl may have gotten to, only to be ambushed by the surprisingly healthy Wolf and a whole gang of troopers. Why you’re not given the opportunity to fight back is unknown. What is known however is that you’re in a whole heap of trouble, trouble in the guise of BDSM pervert Revolver Ocelot. 

You’re stripped, laid spread-eagle on a cold metal table, and spoken to by your weird English twin-brother for a bit. Then the fun begins. Ocelot begins to torture you. Specifically he zaps the crap out of you, and you have to resist giving in by mashing the square button fast and hard. This goes on for some time.



But your bearded, one handed gimp torturer is fair. He gives you a choice. Resist if you can, or submit. You’ll live, but Meryl will die.

Now for those of you like me who may have worn out your digit muscles playing Daley Thompson’s Decathlon years previous, (or if you happened to be playing on the hard difficulties), this test of endurance became pretty difficult. I never was any good at the Track & Field games anyway, but this mechanic was truly anathema to my usually docile finger dexterity.

The temptation to quit was very real. But I struggled through, and by heck I saved Snake’s missus (for all good it did him; he wouldn’t see her again for ten years). It felt good to have done the right thing.
And this brings me to my point

Too often today we are given the “choice” to behave differently in games. Usually this choice is divided into one of three camps: the Chaotic Good option, the middle-of-the-road Buddhist Monk option, or Chaotic Evil -- the classic D&D trichotomy.

Modern games grant us multiple opportunities to choose our character’s destiny. But how much of this choice actually affects the gameplay? Beyond how NPC’s react to you, or a slightly different end sequence, is the game just not the same?

Perhaps, like in the Jedi Knight games, you are granted access to different powers depending on whether you choose to be light or dark. Or alternatively like in Neverwinter Nights, whether or not you bully 50 more gold pieces out of Little Jimmy after returning his Mother’s severed head from those nasty gnolls, it may make no difference to your skills, your abilities, or how the game really unfolds.

The choices themselves are also too often too heavily laden with overtly good or bad consequences and connotations. You’re either a Saint or the Devil. Whatever happened to the dont’-give-a-shit merc types who do things for the money? Fable is a grand example of this. No one wants to play Miles the boring office clerk, but some alternative to being caressed eternally by light or fire would be nice.



Fallout 3 presented us with another blank, expressionless character we could mould in our own depraved image. The choices we made were again radically opposite or dead in between. If I recall correctly there was only one perk which operated if you remained neutral. Now it was pretty tough, but compared to some of the stuff being good/evil got, it was very underwhelming. It was also insane how you received “karma” for doing different acts. There was also no “neutral” means of gaining negative karma or losing good karma.

Say for instance you’d recently saved some mutant fish boy from death. You may be edging over the neutral Sweden border and narrowly entering the “we’ll jump in when we’ll know we’ll win” American territory of karma levels. Now in order to reset the balance, you’d have to do some bad shit. You can’t just stop being bad. No. You have to shoot old people in the face. Or steal. It doesn’t make sense and isn’t a rewarding method of playing the game.



Most often it’s funnier to give the crazy unrealistic super evil option. Basically it usually amounts to responding FUCK YOU in so many words to every possible query. This is by no means restricted to Fallout 3 either -- other sandbox games suffer from this. But being so hilariously bad can only be so funny for so long. It’s kind of like choosing to rename Aerith (which you get the option to do for every FFVII character) Analvixen; it’s funny the first couple of times you see “Analvixen casts Healing Wind”, but it quickly loses it’s charm.

Yet another take on the moral compass-style gameplay choice is Mass Effect. While the character development and choices offered were much more complex compared to Fallout, they were only ever really presented in boring menu’s and conversation threads. Whilst it boasts much more “choice” than Metal Gear, Metal Gear Solid's one and only turning point came about as a skill challenge, a mechanic that is welcome to me in any game.



So is choice good? Does it make us play the game more often? I recall playing Star Ocean on the PSX. It boasted 88 different endings. Considering it was a typical JRPG and took at least 30 hours to complete, did the developers really think someone would want to spend that much time to see minute detail changes in the end cut-scene? How about a game where you get nothing but choice? Replace all your shooty gameplay with an innovative facial expression mechanic? Sound crazy? You obviously never played Sentient then.

Offering a balance is the best solution, I feel. Like everything in games, I'm happy for anything as long as it doesn't interupt the gameplay. Integrating player choices into the game world which move beyond the standard three response trope would be something I'd embrace, just as long as it wasn't sacrificing how the game was played. And vice versa. Why give us the choice at all if it does not impact the game in any way shape or form? Metal Gear Solid stands as a shining example of this practise. I’m all for choosing between good or evil, just as long as it actually makes a difference to the game I’m playing.

[PS, Initial image from http://thesketcher.deviantart.com/ ]


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33 comments | showing # 1 to 33

Pixelated Lilac's Avatar - Comment posted on 11/20/2009 12:01
Pixelated Lilac
I was seriously about to post this one. No lie.
Char Aznable's Avatar - Comment posted on 11/20/2009 12:36
Char Aznable
This title is misleading, I thought you fingered your girlfriend to death.

Nice blog, though. Yeah, the karma stuff in Fallout 3 was a bit strange. You could slaughter a whole town, then raise your karma by repeatedly giving a dude bottles of water.
Everyday Legend's Avatar - Comment posted on 11/21/2009 15:28
Everyday Legend
@ Char
Yeah, that's what I thought too. I don't know in what direction it got my hopes traveling in, but it didn't take me anywhere good.

Still, second write-up of this that I've commented on today. It's officially a trend. Good stuff.
HiddenAHB's Avatar - Comment posted on 11/22/2009 12:17
HiddenAHB
Fallout 3 lacks neutral choices, is hard to keep your karma compass in the neutral ground in that game.
Also, Metal Gear rocks hard.
The Silent Protagonist's Avatar - Comment posted on 11/22/2009 12:27
The Silent Protagonist
Devil Survivor is and SMT Nocturne are a couple in recent memory where all these decisions at least amounted to different endgame scenarios, even if it was in the Deus Ex "turning point" decision. Then again, regardless of choice in DX, the end fight was always the same, the fights and endings in SMT games can end up being totally different.

SMT Strange Journey appears to place more emphasis on the path you choose and what dialogs and quests open up will reflect your decisions, I think that's actually the best way.

I tend to veer to Neutral or if there's the option, play both sides against each other for my own gain.

MGS3 had a Meryl kind of moment, except it was with The End. You can shoot him the first time Snake sees him and never have to deal with him later. Its the very evil way of doing things, shooting him while he's asleep on the wheelchair, but he'll only cause me trouble later if I don't.
mistic's Avatar - Comment posted on 11/22/2009 12:37
mistic
brilliant article!

I really played 'the good guy' in Mass Effect the first time, and became a 'Renegade' in my second playthrough which was noticably harder... so they did it pretty well I think... I just finished Star Ocean 2 on PSP recently and though I really loved the game, I doubt I'll ever play it again just because it took me 45 hours to finish that first playthrough :-)
Kaggen's Avatar - Comment posted on 11/22/2009 13:02
Kaggen
Nice read, and yeah balance seems to be the right thing. I mean in some games where you get choices like for example I want to be good and help this child. You help the child but It turns out that the child is Satan himself and he kills your family. And just by adding one quest like that you have completely removed the sense of that your choice does mean anything :/
Trebz's Avatar - Comment posted on 11/22/2009 13:09
Trebz
Good choice for a blog.

I didn't take the torture mission seriously, and thus wound up losing Meryl due to my incompetence. The game then made sure to make me feel terrible for my choice, with Campbell, Ocelot, Liquid and Otacon constantly reminding Snake that he will always be haunted with Meryl's death and that he is a weak coward. Even Snake, at the end, started crying about how it was all his fault. But never in the game did the idea that Snake was a bad person come across. The game told me I was weak and should feel bad, but not that my loss defined me as an evil person.

That's the sort of choice we need more of, because it's the only one that ever made me feel legitimately terrible, and it didn't even have to call me an evil man.
EdgyDude's Avatar - Comment posted on 11/22/2009 13:43
EdgyDude
Misleading title but nice blog, yes, games have truly stagnated in the "radical consequences to your decision" situation when they include moral choices, i think the only game i can think of that stands out in a well implemented ambiguity of the moral choice is The Witcher.

That aside, who are those women on the opening image, i know Meryl and The Boss but the other 2 i don't know.
Boatz's Avatar - Comment posted on 11/22/2009 14:04
Boatz
This is so similar to what I was going to write. Almost suspiciously so.
Meh, you wrote it far better than I could've managed. Still, nice to know one of my ideas is front page worthy.

Congrats.
Gee-Man's Avatar - Comment posted on 11/22/2009 14:26
Gee-Man
Great post, totally encompasses a lot of thoughts on the whole, "good/evil" system of a lot of games recently. I love making choices in games, but they often feel really shallow to me.

So, I can either save an orphan, and get goodness points, or I can rob him, and get evil points. Where's the inbetween? What about the cynical hero who has a soft spot for kids? Or the goody-two-shoes hero that secretly hates children? Archtypes like that certainly aren't saints, but they're definitely not orphan-murdering villains either. That's my beef with morality systems, they're never enough of shades of morality to really make decisions hard and make their outcomes unpredictable.

Hell, try to play Mass Effect while roleplaying the personality of Malcom Reynolds from Firefly. It's nigh impossible simply because the Renegade options are too evil and the Paragon options are too idealistic.
Zeik56's Avatar - Comment posted on 11/22/2009 14:33
Zeik56
"Devil Survivor is and SMT Nocturne are a couple in recent memory where all these decisions at least amounted to different endgame scenarios, even if it was in the Deus Ex "turning point" decision. Then again, regardless of choice in DX, the end fight was always the same, the fights and endings in SMT games can end up being totally different."

SMT was one of the first things I thought of as I read through this, but the earlier SNES games came more to mind. They're one of the few games I can recall playing where the choices given to you weren't just blatantly good or evil. Even with the Law/Chaos alignments they didn't represent the standard "Good" and "Evil" alignments. (Since both sides had their share of douchebags, including God himself. :P) Your alignment also fluctuated depending on the demons you used in your party as well, and not solely based on a few choices made in the game. (Of course that made trying to maintain a Neutral alignment a real pain in the ass.)

They still sometimes faced the problem that most games with moral choices faced though, where a choice pertaining to a specific alignment was too obvious, meaning you would just pick the choice that would move you toward the alignment you want.

I really want to see a game where your moral choices are real moral choices, and aren't completely obvious. It would be interesting to see a game where you could potentially end up down the path of corruption based on your choices without realizing it.
able_to_think's Avatar - Comment posted on 11/22/2009 14:35
able_to_think
Could someone please link me to the deviantART page for that header image.
nekobun's Avatar - Comment posted on 11/22/2009 15:42
nekobun
You nailed a lot of points I was thinking of brewing into an article, though thankfully I'm following a different enough angle that I'm probably not going to scrap it. Choice really does seem pointless in a lot of games.
vijaysbhagat's Avatar - Comment posted on 11/22/2009 16:35
vijaysbhagat
This game is really realistic and it is full of adventure tooooo.cheap cigars
Fission Mailed's Avatar - Comment posted on 11/22/2009 17:07
Fission Mailed
[URL="http://thesketcher.deviantart.com/art/Why-Snake-and-Meryl-Broke-Up-86089095"]The header image, for those asking[/URL]

Good blog, I only recently got to play MGS and that part was brutal, but I refused to let him beat me, so I persevered through the pain. Moral choices really should be more incorporated into the gameplay instead of an option in a dialog tree, and it should include much more shades of gray instead of the "Good-Evil-Neutral" we have now.
Fission Mailed's Avatar - Comment posted on 11/22/2009 17:08
Fission Mailed
Bollocks, well here it is again, un-hyperlinked

http://thesketcher.deviantart.com/art/Why-Snake-and-Meryl-Broke-Up-86089095
TJF588's Avatar - Comment posted on 11/22/2009 17:12
TJF588
That sounds cool. That MGS example. It's not a "do you wanna or not," it's a "you will or you won't." If you don't try, the bad thing will happen. If you persevere, you get your reward (and an aching hand, but, hey, IMMERSION). That's a cool means. Similar to the CHRONO TRIGGER example in another article/post/whatevz. It's not someone asking you to be good or bad, right or wrong, it's giving you the choice to give in to impulses or fight -- against your own shortcomings/frailties -- to uphold a semblance of "good". That's cool.
Edge2k10's Avatar - Comment posted on 11/22/2009 17:36
Edge2k10
One of my problems with good and evil choices is that evil people get to have too much fun. It often actually makes the game easier if you choose the evil path. You end up with more money, more items, more experience, more "attacking powers" in the case of KOTOR. I feel like developers always put too much emphasis on the evil paths and don't put enough effort into the good paths. I mean why would you want to play a good guy in Fallout 3, when if you go the evil route you get to nuke a town? I think developers need to put my interesting and desirable reasons to go the good route. Like maybe some towns erect a statue of you in your honor. Instead of giving us a boring healing spell for a character built to do damage, how about giving us the option of a some awesome attack where you shoot a beam of white light out of your hands? I think that would be awesome!
reindall's Avatar - Comment posted on 11/22/2009 17:55
reindall
@Edge2k10 - It should be easier walking down the evil path, because generally being evil in life is more profitable. Anyway, just as in some news piece before, I'll cough up one game title that wasn't mentioned here yet but fits perfectly into the whole "choice in videogames" theme:
*cough* Planescape: Torment *cough*
Zeik56's Avatar - Comment posted on 11/22/2009 18:12
Zeik56
"It should be easier walking down the evil path, because generally being evil in life is more profitable."

Monetarily perhaps, but most games really need some heavier consequences for being evil. You shouldn't be able to walk into a town and shoot everyone and get off practically scott free.
reindall's Avatar - Comment posted on 11/22/2009 19:03
reindall
@Zeik56 - and why not? Depending on when the game takes place it should be perfectly normal to come into a town, kill everyone, and suffer no real negative consequences - apart from the usual ones like a vengeful survivor (a'la Harmonica from Once Upon a Time in the West) or being identified and hunted down by a law enforcement force in some more contemporary setting. But if you kill everyone and leave no traces I see no reason for any negative consequences.
StriderS's Avatar - Comment posted on 11/22/2009 20:10
StriderS
Oh man, those button mashing parts of games.

Metal Gear Solid made my thumb take a vacation
Prinny: Can I Really Be the Hero? put it into a coma.
Zeik56's Avatar - Comment posted on 11/22/2009 20:20
Zeik56
"@Zeik56 - and why not?"

Why? Because it's stupid game design. If you're going to promote your game as having "moral choices" that means your actions need to have consequences. There's no moral choice involved in shooting up a town of civilians, especially when there's no consequence for doing so.
Gee-Man's Avatar - Comment posted on 11/22/2009 21:24
Gee-Man
@reindall

Because that's the sign of a poorly designed game. If you're going to brag about your game's moral choices, then there need to be consequences. There's no moral choice to be made without consequences.

For most normal people and the rest of society, committing evil comes with fitting reactions, and I personally would like to see more of that in games. I find being evil boring if there are no retributions.
reindall's Avatar - Comment posted on 11/22/2009 21:36
reindall
Wait a moment, where did I say that the actions shouldn't have consequences? There only thing I states is that EVIL actions don't need to have NEGATIVE consequences.

A moral choice is a choice based on your morals - you do what you think is right. What kind of consequences it has doesn't have anything to do with it. Basically every choice in a game should have some consequences - by obliterating a town you can get experience, money, items, you might make a quest or two unavailable (or create new quests...), someone might hunt you (or other people could be glad for doing that...), etc. But only because some choice is evil it doesn't mean that it has to have negative consequences/effect. Hell, maybe I'm evil and so bored that I wan't to kill all those people, but in the long run why couldn't such homicide turn out to be beneficial both for me and for other people in the game world? For example it could accidentaly free up resources which will be better utilized by other cities and allow them to flourish, or it could prevent the city from becoming the source of a strain of an unknown virus which would wipe out half of the game world - and thus by being evil I've done something good.
There is absolutely no reason to affiliate evil actions exclusively with harmful effects or consequences.
Zeik56's Avatar - Comment posted on 11/22/2009 22:36
Zeik56
Every evil act doesn't necessarily have to result in negative consequence, no, but blowing up an entire town should most definitely have something more significant happen than "You got evil Karma points because you did something evil." Something like that should have a significant impact on how you're treated in the game.

But even if we're talking about something more minimal, like stealing, there should be a more lasting impact than making you slightly more evil. If you do it without getting seen fine, but if you get caught you shouldn't be able to just walk outside and come back and have everyone forget you did anything.

My point that you shouldn't be able to do whatever you damn well please in a game and then the game treat it like it never happened. You shoot an innocent person in the street then you're murderer, and the game should treat you as such.
The Amazing Shenazin's Avatar - Comment posted on 11/23/2009 00:47
The Amazing Shenazin
that part of Metal Gear Solid is the only part I flat out hate, it's too fucking hard
Im OK's Avatar - Comment posted on 11/23/2009 02:58
Im OK
Don't even think about using a turbo controller, or I'll know.

As for that Sentient game... that looks like it maybe could have had potential to be something awesome, and perhaps still could if something like it were remade today, but what I saw in that Youtube video made me want to jab an icepick into my skull.
lewness's Avatar - Comment posted on 11/23/2009 07:39
lewness
Good God, I almost gave up gaming after playing through that scene. I mean, even 6 hours of Tekken couldn't do that much pain on your fingers.
TheTruth's Avatar - Comment posted on 11/23/2009 14:12
TheTruth
I like choices. And yeah, they make a game more fun than not having them.

But I think shooting old people in the face should be considered good karma, not evil. Old people smell funny, walk slow and drive dangerously.
Plus, they're going to die soon and are probably in pain with a broken hip or something. My shotgun to the face made their death instant.
I'm all about the mercy. So good karma my retirement home spree, please.
CptnMayhem's Avatar - Comment posted on 11/23/2009 23:44
CptnMayhem
Great blog, Neeklus.

inFAMOUS is another offender of the black/white dichotomy of choice in games.
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