I'd like to see moral choices more in line with the 'suicide' ending of Silent Hill 2. It's based on subtle player activity; look at the knife too much, commit suicide. Sure, moral choices wouldn't be so obtuse, but the negative and positive results of your actions should come as a surprise when they occur.
Good article. The thing you mention about Oblivion, how characters would react erratically, has bothered me for a long time, glad to see that somebody else noticed.
Great piece of writing!!
I think the fact that more games are tinkering with moral choices means that we're on the right track to more subtle and engaging options in the future.
I also think achievements take away from the actual choice because if I know I get some fictitious award for one decision over another then regardless of if the objective is to slay kittens and wear them as hats I'll consider it the 'good' choice because I'm rewarded for it.
You'll probably get Front Page for this :]
Case in point:
*spoilers*
In the first chapter, the villagers speak of a witch that has cursed and possessed them. By the end of the chapter, you are given the choice to help her escape with her life, or let the villagers kill her. Throughout the entirety of the chapter, you have to determine whether she is innocent or guilty through your own investigation.
I chose to help her escape, at which point the villagers go mad and try to kill me as well. I slaughter every one of them and feel no remorse because of the way the story was told.
Only through a second playthrough did I find little clues that show that the witch very well might have cursed them, but it's so ambiguous that it's really up to the player to decide what is right or wrong.
That's just one example which has little impact on the overall story, later you are given much more impactful. I played through as if I was doing all of the "good" moral choices... by the end of the game I was viewed as a xenophobic monster.
Because nothing is as clear as good and evil in the real world why should it be in the games we play?
I such a whore for moral choices games, Fable 2 and Fallout 3 are some of my favorites.
I never really make the choices based on me and achievements, before creating a character i create in my mind a personality and history for him, and when i play the game i follow these principles i created in my mind.
Congratulations! You've discovered that this column in and of itself was a game with a moral choice involved. When you "stopped reading right there", you made the "evil" choice.
But seriously, the choice was more interesting than merely healing/hurting a prone citizen because you're helping your close friends as well as yourself. It may still be a fairly obvious moral choice to many, but it is cloudier than the other example in the game because you can justify it by the fact that you're "helping" the ones you care about the most.
I wanted to use a better example of a moral choice from the same game, and I didn't want to include any spoilers from later in the game, which is why I went with that one. It's not as if I think that this particular choice represents the gold standard, or anything.
@ Everyone-
Thanks for all the comments! I have been thinking of giving The Witcher a shot, and now I'll definitely have to.
I think this is a grand example of what a moral choice should be in a video game. Ignoring the fire one, all three are good options, but doing one will make you wonder if you should have done another.
@ HiddenAHB-
I like to do the same thing. For instance, in Mass Effect I played the first time by making the choices I preferred personally, without regard to alignment. My future playthroughs (which are still in progress) were going to be straight-up paragon and renegade. I like to have an idea who my character is, and stay in line with that. Sometimes it's hard when I'm playing a no-good bastard in Fallout 3, and I remember "well, I guess I should shoot that slave I just freed."
@ Exquisitor-
I got a similar experience while playing Fallout 3, which apparently I can't stop talking about. Right when you arrive in Megaton, as most know, you have the option to blow up the bomb in the middle of the town, or diffuse it. When I played as my bad character after already logging a lot of hours as a good guy, I felt a lot worse about my choice, since I "knew" the people in the town, even the shopkeeper with the bad Minnesota accent that everyone else seems to hate. If I hadn't already spent a lot of time in the town on a seperate playthrough, I may not have really cared about the choice to blow up the town, since I had no sympathy or even knowledge of the characters in the town.
Also, agreed with the whole "the gifts in Bioshock ruin the evil side". There's 0 point in going evil or good because they're the exact same thing.
Witcher/PC game moral choices>>>>>console game's attempts at it.
Good = help everyone
Evil = kill everyone
So well thought out it hurts.
http://gamedesignideas.com/game-story-characters/morality-in-games-the-developers-side-of-the-story.html
Let me start by saying, I'm not a fan of Mass Effect at all. However, one thing they started to take in the right direction was the "morality meter." It wasn't a zero-sum system like they put in KotOR and Jade Empire. This system allowed for a much more pragmatic approach to be taken throughout the game. If you thought that a threat of violence would get you the information from a timid guy, then do it! If you thought that a charitable bribe could get you into a restricted area without the need for violence, then do it! The choices didn't affect your powers nor did they offer a stat bonus or anything of the sort.
Now is what KotOR did a bad thing with a zero-sum system? Not at all! In fact, in that setting, it made sense that the more light side attuned you were the cheaper a force power should cost. It just doesn't lead to much variation of game-play. "Well, I've picked all light side powers so now I *have* to keep my light side up. [Give 2000 credits]" and this goes back to one of your first points, it's too black and white.
All this to say, there are times when a zero-sum system is fitting, other times when a more free-form and open world experience is best handled with more pragmatic options available to the player.
P.S. From what I've read, I think I need to grab a copy of The Witcher now!

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