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Moral Choices in games
 
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Popple



Joined: 30 Apr 2007
Posts: 14001

HP: 99 MP: 8 Lives: 10



PostPosted: Thu Jul 02, 2009 1:22 am   Reply with quote

Why can't more games do shit like Devil Survivor?

There isn't some bar in the *crag* corner that fills up or goes down depending on your actions, hell I thought I was doing the good thing half the time and I ended up lowering someones life expectancy.

There is a mechanic in this game called the "Death Clock" which basically tells you how many days a character has left to live.

And that's the thing.

If you don't help them out when that shit reaches zero, they're dead.

Now no one has died yet, but I *crag* assure you by the end of this game that it's going to force me to choose between two people at least once.

I don't understand why we have to "Moral Choices" in games, and by moral choices I do mean bull shit.

There isn't a *crag* "Do The Bad Thing" button in Devil Survivor (ref. see Mass Effect), you just do shit and bad or good things tend to happen because of it.

Punishing players for doing what they think is right is *crag* glorious and not enough of them do it.

Accidental murder is always the best kind.

Also I just now realized Devil Survivor abbreviates to DS, if they didn't already have Devil Summoner I might be pissed about that as well.
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Popple's Secret Hideout    
That rich guy
Pure-???
Vampire


Joined: 29 Apr 2007
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PostPosted: Thu Jul 02, 2009 2:12 am   Reply with quote

That's really clever. Although the last sentence is kind of just rambling. ANd the second last was really creepy. Third last is better.
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pure-???'s shop of spells.    
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Popple



Joined: 30 Apr 2007
Posts: 14001

HP: 99 MP: 8 Lives: 10



PostPosted: Thu Jul 02, 2009 2:45 am   Reply with quote

Unitential murder is a better plot device for emotional leverage than actual murder.

You are still responsible for it because you failed to see the root of the issue instead of just taking the "good" choice.

For instance in Devil Survivor I gave a COMP, or demon summoning device, to a girl because I thought it would help protect her and hey maybe I'll get that *crag* fourth party member it shows me on the team selection screen too.

It turns out that was a bad call because now she is actively seeking out demons to fight so she can "help people" and as a result her death clock was lowered.

I would say now that this has taught me not to get too many people involved with this demon business, but I really don't know how the other side of that choice plays out either.

Frankly I didn't think this game would have as many difficult choices as it does. There are points in the early game where I am that you can basically just let people die without lifting a finger.

I'm definitely going to play through this at least one more time. The possibilities I've already encountered are staggering.

Perhaps it's a stretch, but unless Rocket Slime gets some Wifi I think this is going to have to be my favorite game out of the entire DS library.

Edit: Lol some dude just joined my party and now his Death Clock hit zero like ours.

I love this game.
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Popple's Secret Hideout    
Flavio
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Joined: 05 Jul 2007
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PostPosted: Thu Jul 02, 2009 3:41 am   Reply with quote

The Shin Megami Tensei games are usually great on the whole moral choice kind of thing.
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R!T!E!M! A store of pure win    
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Popple



Joined: 30 Apr 2007
Posts: 14001

HP: 99 MP: 8 Lives: 10



PostPosted: Thu Jul 02, 2009 5:40 am   Reply with quote

Flavio wrote:
The Shin Megami Tensei games are usually great on the whole moral choice kind of thing.


I haven't played a ton of Megaten games, but most of them don't have quite as much impact as this.

The Persona games had more of an illusion of choice more than an actual one, the lure there was exploring the various social links and making minor choices within those.

You're right though. Megaten games are really *crag* well written and have some of the best localization staff in the business.
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Popple's Secret Hideout    
TooManyToasters
Paper_Waluigi



Joined: 20 May 2007
Posts: 10343

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PostPosted: Thu Jul 02, 2009 10:08 am   Reply with quote

I never really liked clear-cut good/evil choices in games. Good and evil are entirely subjective. Ideally, you want a moral choice where which is good and which is evil are different from player to player, and having to rigidly define which is which makes it impossible to execute well.
On an unrelated note, my plan to buy Devil Survivor isn't going to work. I guess I'll have to wait an eternity or two. ФֻФ
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asdf    
Parabuzzy Queen
Macha



Joined: 18 Jun 2007
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PostPosted: Thu Jul 02, 2009 12:10 pm   Reply with quote

Damn, now I wanna play me some Shin Megami Tensei too.

But yeah--"right" and "wrong" are subjective in real life, so why not in vidyagames?

What pisses me off beyond belief, though, is when you get an insta-game-over for making the "wrong" choice. In games like SPM, it's understandable--if you make the wrong choice in the beginning, there's no game to speak of. But in, say, Boktai, if you choose to join the villain or bite somebody you're not supposed to, cue curtains. I guess I can understand that, too, but at least give us a valid ending sequence for the "evil" path, doods--instead of "GAME OVER INSERT CREDIT TO CONTINUE". :U
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Buzzy Mart    
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Popple



Joined: 30 Apr 2007
Posts: 14001

HP: 99 MP: 8 Lives: 10



PostPosted: Thu Jul 02, 2009 4:23 pm   Reply with quote

Parabuzzy Queen wrote:
Damn, now I wanna play me some Shin Megami Tensei too.

But yeah--"right" and "wrong" are subjective in real life, so why not in vidyagames?

What pisses me off beyond belief, though, is when you get an insta-game-over for making the "wrong" choice. In games like SPM, it's understandable--if you make the wrong choice in the beginning, there's no game to speak of. But in, say, Boktai, if you choose to join the villain or bite somebody you're not supposed to, cue curtains. I guess I can understand that, too, but at least give us a valid ending sequence for the "evil" path, doods--instead of "GAME OVER INSERT CREDIT TO CONTINUE". :U


You never played Persona 4.

I actually had to bring up a *crag* strategy guide to work my way through a pointless *crag* web of dialogue with vaguely no relation to each other.

For those who have played it, the one in the hospital.

You know the one.

The only real low point the game had.
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Popple's Secret Hideout    
ROW ROW FIGHT THE POWA
Francine



Joined: 30 May 2007
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PostPosted: Thu Jul 02, 2009 4:44 pm   Reply with quote

I hate it when games have such obvious good vs. evil choices and you can only truly benefit from good. Like Bioshock. Kill little girls or save little girls and get extra awesome for every 3rd sister you save. Hmm, I wonder which to choose.
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The Shop on a Hill    
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