Why is it so hard to be evil in video games?
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I always have I loved the idea of choosing my path in the game. Moral dilemmas make virtual worlds more interesting. Sometimes they change the outcome and give you a reason to play again. But as much as I like the idea, I often go wrong to take the wrong path. I’m going to play a game with the intention of being bad, but again I feel like I’m a good Samaritan.
I first realized this Star Wars: Knights of the Old Republic. When the game ended as a Jedi, I wanted to go back and play as a Sith. But they always forced me to choose the light side. Apparently, I’m not alone. A game studio behind titles like Megan Starks, a senior narrative designer at Obsidian Entertainment Outer Worlds, Tyranny, and Fallout: New Vegas, says about 97 percent of its players prefer to join the good side over the bad.
“We could say, ‘Then why is morally concerned that it’s not doing so well? It’s a lot of time and resources to develop opportunities that most players will never experience.” But having the same opportunity is the most important thing, ”Starks wrote in an email.
Without choice, things can get boring. It’s important to feel like you’re directing the events and say you have something to know about who your character is and where you’re going. This is especially true in open world games, freedom of mobility and the plots involved.
“Fiction mimics life and to create a compelling world for viewers to immerse themselves in, it needs to have some portraits of the moral system,” says Starks. “Because if you don’t risk doing something wrong or wrong, there’s no conflict and if you don’t have conflict, you don’t have a story that the audience is interested in living.”
Gray area
It was very easy at first. When I go back to games like that Black and white, Star Wars: Knights of the Old Republic, and Fabula, there was no moral ambiguity. All actions were accompanied by a judgment. For example, Fabula, the more cruelty you do, the more frightening you would look at those around you. In other games, it would be directly linked to a point system.
Red Dead Redemption he had a system of honor, but if you put a bandana on his face, in an illegal way, you can commit murder, robbery and other evil deeds with complete impunity. Below, your honor rating varies depending on whether or not you hide your face. It has a more noticeable effect on the way people react to you in the game, changing how the main character Arthur Morgan behaves and how things end.
As games get older, moral systems become more complex. Many developers just don’t give you a chance to take the big road. Sometimes it’s so gray, you can’t see it well. Choosing the wrong path may be less of a choice than a good path.
“If the choice is always easy, it becomes boring and gives us a lot of time to develop content that no one will experiment with,” says Starks. If we make “options” shades of “gray” or “from good to neutral” or “low bet”, players will have more chances to measure the pros and cons of each and select more varieties from the options ”.
The only time I spent a lot of time was to connect it to Edgewater or the Botanical Laboratory Outer Worlds, I chose to know that he would condemn the faction. After much going on and on, I managed to find a compromise that would make both parties happy, convincing the Edgewater leader to leave. But that profound opportunity is rare.
Moral choices
While Obsidian data may show that players choose the right path, this does not mean that all players tend to be on the right side. A study at Baylor University investigated how people approach it moral choices in video games and was based on three scenarios:
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