The Saturday Monring Morality System

Started by Furwerkstudio, Tue 04/12/2012 19:20:07

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Furwerkstudio

A fast question, what do you think of the morality choices in many modern games that make you, the player, choose between four colors big chin hero or the cackling, mustashed twirling villian and how they can be used in an adventure game, if at all.

Me, personaly, I really do not care for them as they typically lead to the same paths no matter what you do yet cuts the game in half. Sure I know oldschool RPGs had the same thing, but I really did not mind because I just knew the game was going to make me do what it wants anyway and railroad me to that demon door boss that leads to the atomic space flea yet when I get the chance to join said atomic space flea in the begining and worked through 90 percent of the game to only find I was going to fight that thing anyway AND 50 percent of the content is sealed off to me, add in extra rage when I find it's the almost same as the evil path only with a color swap and happy pesent people.

Long story short, if you want to railroad me, fine. But please don't pretend it's a different game by gluing on a top hat then calling it a day if it all ends with the human race dying anyway.

Ghost

Super Meat Boy glued a splendid top hat and a monocle* on an atomic demon fetus and got away with it.

On topic- RPGs really benefit even from small, mostly cosmetic choices. That's role-playing, after all, and anything the game does to make it easier for me to play a role is fine by me.
In an adventure game I expect a lot more railroading, shoehorning, path-pushing and overal linearity. I do not expect role-playing, I expect explicit escapism: "In THIS story you are THE DETECTIVE"- but I still enjoy small choices. Two player characters? Sweet, I will try them both. The fun I had in Two Of A Kind, trying to get Tiffany wear the silly hat...

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*A spiffy one, too!

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