quinta-feira, 6 de agosto de 2009

On good and evil actions

In Fallout 3, and many other games, actions are classified in good and bad. Do a good action, and you gain karma. Do a bad one, and you lose karma. The amount of karma your character has influences how other characters respond to your avatar and what kind of missions are available.

That definition of good and evil in one dimension is straight out of Advanced Dungeons & Dragons. There we have the good, evil and neutral alignments.

The original Dungeons & Dragons game created a three alignment system of Law, Neutrality and Chaos. In Advanced Dungeons & Dragons, this became a two-dimensional grid, one axis of which measures a "moral" continuum between good and evil, and the other "ethical" between law and chaos, with a middle ground of "neutrality" on both axes for those who are indifferent, committed to balance, or lacking the capacity to judge.

Wikipedia
What got me thinking was: in Fallout 3, and all computer games, I guess, is the designer who decides what good and evil mean. Therefore, I believe it would be even more interesting to relativise that. Each NPC should have it's own system to determine if something is good or evil. Complicated? Yes, a bit more, but it can provide a richer experience to players.

For example, if you manage to end a war between two factions, some people in both sides will think that's a good thing, some people will hate that, and some will not care.

What is needed now, is a system to specify the attributes of each action. Any suggestions?

[UPDATE] A new game, called Alpha Protocol seems to treat inter character relationships in a way similar to what I thought. Search for it. I guess I was in the right track, after all.

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