You and your three companions step out of the elevator doors to a peaceful scene: an airport lounge milling with unsuspecting bystanders. No one has seen you, or the machine guns. In an instant it’s all over: a shower of bullets, screams, falling bodies, and blood-stained carpet. Your companions have moved on, executing those left alive. What do you do?

The emergence of morality in video games is arguably one of the most important innovations of the medium to date. Like in the above example from Call of Duty: Modern Warfare 2, giving players moral choice is a progressive development in games that adds more weight and substance to player decisions, leading to a more immersive and satisfying experience. Whether it’s abstaining from shooting civilians while infiltrating a terrorist cell, saving or harvesting Little Sisters, or holding the fate of the Capital Wasteland’s people in your hands, moral decision making in games is becoming an increasingly popular aspect of game development.

But is it all an illusion?

Morality is not a black-and-white concept. Reality is very seldom as simple as a choice between good and evil; the spectrum of moral behaviours is as complicated and consequential as our emotions. Instead of mirroring this complexity and including moral choices that lead to genuine in-game consequences, video games often do the opposite--they present a watered-down version of moral choice that ultimately results in players having to choose between good or evil: to harvest or not to harvest (BioShock), to be “paragon” or “renegade” (Mass Effect), to kill innocents or to save them (inFamous), to have a halo or devil horns (Fable II).

In this GameSpot AU feature we will look at the problems arising from morality systems in video games, and seek to answer why morality is needed in games, why moral choice is so often just black and white, and what developers can do to change this. In Part One of the feature we’ll speak to philosophers and game theorists and in Part Two we'll speak to developers to find out whether complex moral choices are needed--or wanted---in games and how morality systems can be improved.

Call of Duty: Modern Warfare 2 deals with tough moral issues.

Morality 101

In a nutshell, morality refers to the codes of conduct that form the backbone of a society. Generally, morality is concerned with how people should behave rather than how they do behave. Morality can change over time and take on new meaning as people and environments evolve--for example, slavery was once accepted as morally permissible, whereas now it is accepted that enslaving another human being is immoral. In philosophy, morality and ethics go hand in hand: morality pertains to certain rules and codes of conduct while ethics pertains to the application of these rules in society.

Morality as it applies to video games can be thought of in much the same way. Players are most often asked to decide on a morally correct or incorrect course of action. This pertains to in-game behaviour and, in most games, is intended to shift the outcome of the game in one way or another depending on what the player has chosen to do. However, as we will see later, it is most often the case that these in-game choices have little or no bearing whatsoever on the end outcome, resulting in an insincere portrayal of morality. But why should we care? Why do we need morality in games at all, when it’s perfectly obvious that some games function perfectly without it?

Emil Pagliarulo, lead designer for Fallout 3, knows that morality does not play a role in every game. He does, however, believe that if the scope for a moral system is there, it’s up to the developers to make it work.

“If it makes sense to include moral choices, if that’s something central to a game’s themes or gameplay, and it makes the game a more enjoyable experience overall, then morality certainly has a role,” Pagliarulo said. “In Fallout 3, the struggle of people in a post-apocalyptic wasteland lends itself perfectly to a morality component, so for us, it was a must," he said.

“It’s the job of the developers to define their experience for players, and determine exactly where each system fits in. Is the game fun in a hack-everyone’s-limbs-off sort of way, or is it fun in a wow-this-game-made-me-think-and-did-stuff-I-never-expected sort of way?”

For Pagliarulo, the appeal of a morality system is to break the monotony of experiencing the same thing over and over again. He says gamers have come to realise that there isn’t a lot of experimentation or thinking outside the box in the games industry at the moment--for every LittleBigPlanet there are five first-person shooters with the same mechanics, structure, and story. But morality systems shake things up; gamers have to think about their actions and choices and, more importantly, the reasons behind them.

“I think players simply get tired of experiencing the same things over and over and over in games. Frankly, it gets boring. When morality’s involved, the simple act of shooting a bad guy isn’t so simple anymore. You’ve got to ask yourself, 'Well, is he really the bad guy? Was he maybe just trying to defend himself? Should I really be doing this?' So just the act of questioning what you’ve done a thousand times before instantly makes it different, and more interesting, and therefore, in a lot of cases, more fun," he said.

For Fallout 3 designer Emil Pagliarulo, morality in games breaks up the monotony of playing the same thing over and over again.

BioWare writer and designer Mike Laidlaw agrees that morality adds depth to games. He says that even when morality has no long-term impact in the game world, a game with a morality system is better than one without it.

“The role of a morality system is a means by which a game can be aware of the way a player is interacting with the in-game world; in some ways it’s a way for players to measure their own progress in a certain way. It’s also a mechanic that lets us realise that these choices have some weight. It helps players understand that the things they’re doing and the choices they’re making have an impact beyond the moment," he said.

“Even if it doesn’t have a long-term effect, it still forces players to think about those moments. I’m not saying that every morality system ever made is the best thing ever. I think in general, anything that makes a game more interactive, whether it’s successful or not, is good. It plays to the strength of the developer and the medium. I can’t defend it in all cases, but when it’s done with a good intent and done as well as it can be I think it makes the player engage with the game on a deeper level.”

Most games portray a dualistic morality system: regardless of context, players end up playing as either ‘good’ or ‘evil’ characters. Some games employ a ‘morality meter’ that promises to keep track of players’ in-game actions and change their experience accordingly. Sadly, this very rarely happens--most games that promise a tailor-made experience according to player choices end up disappointingly consistent and devoid of any real consequences for a player's actions. This results in an experience that feels like it has more depth but very often just has the illusion of depth. So why is morality in games so black and white?

BioWare writer Mike Laidlaw says morality adds depth to games like Dragon Age: Origins.

Peter Rauch, a Comparative Media Studies graduate from the Massachusetts Institute of Technology (MIT) in Cambridge, MA, is a veteran gamer: in his own words, he’s been gaming since he was “old enough to stand on a milk crate to reach the joystick at arcades”, and he’s been studying them ever since. His last years at MIT were spent researching morality in games, looking at how moral arguments could be used in games to encourage players to pay attention and provide new ways to think about it in the real world.

“What I’ve found is that video games are a great medium for provoking discussion of moral issues among players who already think a great deal about such things,” Rauch said. “However, most games use a hodge-podge of different moral systems and when these conflict, the result can be bizarre.” Click on the Next Page link to see the rest of the feature!

422 Comments

  • panospcm

    Posted Nov 27, 2009 6:16 pm PT

    Happily, you guys covered a huge part of the morality spectrum. I wouldn't desire game morals to become any more brutal than they already are, I am sure all of us are fragile enough as it is . I am also, so glad and content that i live in this modern era where i can genuinely observe, appreciate and drastically empathize with today's gaming fields. It a new form of ART for me. A fantastic blending of scenery and storytelling, a mixture of characters, motivations and conspiracies, feelings and immersive lore. An infant world of a (teen-or not) expression culture where the main infrangible rule still exists, "Show, don't tell."

  • Renegade_3

    Posted Nov 27, 2009 4:22 pm PT

    Personally I love making decisions that effect the course of my game experience but I don't think morality is the only factor involved. Clearly defined good or evil actions for the most part lead players down one of two clearly defined paths, choices are much more interesting when 'shades of grey' are involved, as in Dragon Age: Origins. All of your companions have different perspectives on the situations you encounter through the course of the game and the decisions you make can effect the way they relate to your player character. A lot of the decisions in DAO are not really good vs evil at all, but more about conflicting points of view and it is up to you to react the way that you think best, sometimes a companion may provide a strong argument which makes you rethink your decisions, sometimes you follow your gut and make a hard decision which may backfire later on, often you can dig a little deeper and uncover new information which sheds the situation in a new light, there aren't always clearly defined good or evil options, what you see as the 'right' thing to do in a certain situation may be completely different to somebody else. While options are still very limited at times, the choices you make do have lasting effects and this makes them compelling. All of this is a step in the right direction in my opinion and I hope to see this kind of system evolve further in the future.

  • VengfulOne

    Posted Nov 27, 2009 2:45 pm PT

    I was never a big fan of moral choices in games. More often than not, it doesn't matter too much. And more often than not, I found myself trying to follow a middle path. Mass Effect, KOTOR 1/2, Fable, etc. I just found myself a bit annoyed with constantly deciding if I wanted to be good, bad or in between. Just give me a good character with a good story.

  • supergamer514

    Posted Nov 27, 2009 2:16 pm PT

    moral or not moral, I don't care.

  • zanyboy786

    Posted Nov 27, 2009 1:12 pm PT

    what the heck, moral or no morals damn it guys this is games we talking about

  • fatpat60

    Posted Nov 27, 2009 10:54 am PT

    Best in game moral compass goes to Arcanum. Check it out. That game set the bar for moral choices as well as various characters having their own moral compasses and behavioural principles and the whole delayed repercussions mechanic. Every choice you made, be it moral, amoral, immoral, or choices that had nothing to do with morality, affected your interaction with the game world, blocking off certain quests or characters, altering endings, altering how you were to proceed to solve certain quests and how they would turn out. Yes it had a standard good vs evil spectrum but you could cover the spectrum through a single play through. Great game. Great choice and dialogue system. Now if only they would remake it today, taking advantage of today's technology but Troika is dead, I am sad now.

  • She_Likes_Cloth

    Posted Nov 27, 2009 6:00 am PT

    ive allways had morals and playing a video game is never going to chance that. society needs to stop complaining and find better things to do then cry over games they arent even playing

  • catdadanddog

    Posted Nov 26, 2009 11:42 pm PT

    The moral thing ruined GTA4. You couldn't do anything cool after the game ended like rob a bank and shoot it out with the cops with your crew. Should have been able to bust some cool characters out of jail after the game ended.

    Maybe developers should ask some religious leaders to approve their games to avoid conflict with the morally righteous bigots.

  • raz12121991

    Posted Nov 26, 2009 9:40 pm PT

    a moral system is great if made properly.
    Consequences that change the story, give different tasks and lead to different endings can drastically increase the experience and replay value of the game.

  • bennie12

    Posted Nov 26, 2009 8:45 pm PT

    Just let us play our games and make the choices, plenty of games already do great jobs of letting you choose morality. Don't make it seem like games are supposed to be teaching us because they are freaking entertainment. Why don't they write an article trying to stop the making of 10 thousand Guitar Hero/Band Hero/Rock Band/ DJ Hero games? Making us pay for songs they could have easily put in the game is immoral. Oh well.

  • bennie12

    Posted Nov 26, 2009 8:40 pm PT

    We are talking about games here. WTF.

  • panospcm

    Posted Nov 26, 2009 7:44 pm PT

    You guys saying that moral choices in games are not to be considered seriously, oh please! What does it mean they are just games? Then, books are just books and history is only a fragment of the past? No, it affects our future in so many chaotic ways. Well, games do it for me as well. Every time i hear a disturbing story of a village farmer losing his child from a serious illness, in-game, i assure you most of the same thoughts come to mind as if it would happen in the real world (I said most, not all ). Because, words and images create our thoughts and maneuver our limitless imagination. That effect may be lessened in a degree for video games but its not negated in any way.

  • soupa_mario

    Posted Nov 26, 2009 7:23 pm PT

    @tokra213 The colour your searching for is grey.

  • tokra213

    Posted Nov 26, 2009 3:33 pm PT

    Well if you didn't make them black and white, what would you make them...brown? blue? green?

  • Omniharomeki

    Posted Nov 26, 2009 12:04 pm PT

    One problem with implementing morality in games is that the games are games. Many people won't become invested in the world or the characters at all and simply see the consequences brought on by the moral choices as different ways of playing and enjoying the game, completely ignoring the moral or ethical aspect of the choice itself by focusing only on its impact and detaching from the game world. This problem is exacerbated by game elements such as the achievements in Fallout 3 and Mass Effect that involve getting to certain levels as either good, neutral, or evil, or completing the game a certain percent Paragon or Renegade. These make the moral system less about morality and more like other game elements such as how many kills you can get or money you can accumulate.

  • D_Factory

    Posted Nov 26, 2009 8:22 am PT

    I'd mention the Metal Gear Solid series too. In the MGS games you can go thru the whole game without killing one single person (even the bosses) -- or you can wreck havoc and kill every guard.

  • Axemonster1

    Posted Nov 26, 2009 5:22 am PT

    There are only a few games that actually halfway represent real life. Animal Crossing sort of does. If you don't help out the friend, they stop liking you. If you hit them in the face with a net, they get peeved. But all of this is very short term, you don't have to live with it for very long.
    The Sims, obviously, does a better job. If you can't manage your time, then you find that you start wetting yourself, passing out from lack of sleep, and crying because you're lonely, and you can't do anything about it. That's a bit more long term. I think developers should make games that have "multi-leveled" morals.

  • catdadanddog

    Posted Nov 26, 2009 4:37 am PT

    Most of the time I don't agree with the moral choices presented in games because they don't echo reality. But, it does offer choices and replay value. A game like Fallout 3 shouldn't have had a karma system because humans have been reduced to a tribal mentality. There is no right or wrong on the battlefield only the living and the dead. The dead lost and the living go on.

    I think developers started the moral stuff because they didn't want special interest groups calling their stuff murder simulators.

  • Asheileon

    Posted Nov 26, 2009 12:12 am PT

    Moral is in my opinion not something that stretches beyond one self, if you as a person for example helps someone or you do a "good" deed then it's most likely because YOU can't live with the guilt or you want to feel good about your self, or you save the life of a loved one, now that's selfish? yes because YOU don't want to go through the time after that persons death or you will most likely have a hard time mentally couping with his/hers death.

    And blaming religion or the times for your moral dicesions is just childish and cowardly(that feel good rule again). You ALWAYS have a choice even if it's like say.... "here's a candybar but if you take it your son will die" hey, it's still a choice.
    Many scientists died beacuse they chose there work over the laws of the church in the middel ages, they made a choice and they sure as hell didn't chicken out beacuse of religion or the times.
    So next time you say you didn't have a choice, think twice before claiming that.

    P.S this is just my twisted thoughts on moral choices. (but still somewhat logical)

  • xialon

    Posted Nov 25, 2009 9:59 pm PT

    The moral problem that was posed by Modern Warfare 2 was ambiguous. It is a choice between consequentialist utilitarianism or deontology. Others might claim that morality is purely based on self-interest and what became moral and immoral was due to our evolutionary ability to do things that will allow our race to have a better chance to pass on genes that will help our offspring in the face of their environmental perils. Morality doesn't tell us how we should behave. Society or religion tells us how we should behave. Society just used morality as a rough outline. And, morality itself is purely subjective (for example when comparing consequentialism vs. deontology).

  • Spartan91234567

    Posted Nov 25, 2009 9:47 pm PT

    @Vuurk same

  • Vuurk

    Posted Nov 25, 2009 8:01 pm PT

    I think Dragon Age did a great job using the morality system.

  • David5150

    Posted Nov 25, 2009 7:56 pm PT

    @Cybersonix: I agree, a true morality system in a game probably won't come along any time soon. I think developers should try something with a text adventure approach, like having the player type a response instead of choosing it. It would be a real challenge for the AI department, but if it can be done, it would be awesome.

  • Viet1307

    Posted Nov 25, 2009 6:38 pm PT

    Having morality in a game is good, though I personally feel it's not needed in some cases, since the overall storyline is quite the same in the end.

  • Cybersonix

    Posted Nov 25, 2009 6:35 pm PT

    After reading several more comments I got and idea. People tend to say that morality is different from religion to religion, from generation to generation and, generally, from person to person. People see morality differently. Well, in my opinion, morality, in games, should be calculated after the feelings of other... characters perspective. Since they will decide what is morally good and evil. If you do something to a character and he does not like it, well then it's morally bad. Isn't it? Good moral choices should make the surroundings... ''happy''. But then... sinister choices. For example, you make a character think you are doing them good when you are actually just taking advantage of them, without them knowing about it. That's the tricky part. In the end though, you are still being, what is considered ''evil''. But what if you are being friendly to a bad guy and in the path doing ''evil'' deeds so you can win his trust, so you can save other people. To be honest, this is just to much to ask for from just a game. It will just be to complex. And such a system could never have a morality ''bar''. And about feelings for a game like you may get from movies. For me at least, it will never happen. Because of the save mechanics in a game. It's hard to feel sorry for someone or be happy when you know that you could have a whole other reaction if you choose some other dialog answer.

  • Catalystal

    Posted Nov 25, 2009 6:08 pm PT

    If someone were to constantly do what would be considered evil, then that person would start to think of those things as acceptable, wouldn't they? To them, evil would be seen as good... could that be considered in creating a morality system? An evil person might not see their actions as evil, necessarily...

  • Dreski83

    Posted Nov 25, 2009 5:49 pm PT

    I really enjoyed reading about what people in the actual industry think and feel on this matter of morality in video games. As for what they can do better, I think homeboy at the end basically said it best... developers need to pay closer attention to the details. As gamers, were gonna complain no matter what, that's a given. No doubt, that shouldn't stop developers from ever expanding the world they create for us to play in. It's one thing to have you jumping from side to side in a game of any genre... but to give it solid meaning is a tough line to walk. Good thing Dragon Age is leading the charge

  • WitteKraai

    Posted Nov 25, 2009 5:13 pm PT

    I, personally, like games where making choices, metaphysically and philosophically, leads to alien lesbian sex.

  • xxxx59

    Posted Nov 25, 2009 5:11 pm PT

    I think that games should have a few really obvious decisions however they would not be the game deciding decisions. Big decisions would be in a morally grey area. A good example of this is the save the council decision in mass effect. You can save the council, however this will cost immense human lives. For this decision if I am not playing through for the paragon achievment I always let the council die. This is because if I consider it from sheperd's point of view I would save all of my forces for the attack on sovreign, so that I would have the maximum chance of success. But I always feel sort of bad afterwards because I let the entire citidel fleet get owned and the galactic leaders die. One of the best decisions I have seen yet.

  • einarabelc5

    Posted Nov 25, 2009 5:09 pm PT

    @ blackphoton SPOILER:You haven't playing enough games or you haven't read enough novels. In general the choice is simple, the Right thing is the most difficult one. For example saving the Son of Arl eamon by destroying the blood mages in the Circle of Magi and recruiting the mages instead of using bloodmagic to enter The Fade. The only one that seemed difficult was Selecting a Candidate to be king in Orzammar but after playing the Origin for the Dwarf Noble is Clear is NOT the Aeducan traitorous brother. I'll know if I made a mistake once the king is elected but so far I hardly feel challenged by DAO.

  • Timmeus

    Posted Nov 25, 2009 4:56 pm PT

    @tehepicpwnzor

    Those people you kill from behind in Uncharted are soldiers while that brief massacre in MW2 involves murdering innocent civilians, there's a bit of a difference there.

  • KBABZ

    Posted Nov 25, 2009 4:44 pm PT

    Sadly, I'm not a fan of the morality system as I prefer to experience a set story rather than having to make the emotional decisions myself.

  • einarabelc5

    Posted Nov 25, 2009 4:34 pm PT

    @ NavIGOtoR25

    I've been through DAo 65 hrs completed 26% and I don't get what all the buzz about the morality is. Of course I have been behaving myself as a gent all along. But the witcher...don't get me started on that game. What a GAME!!!!

    I think there's a lot of place for improvement in the Witcher but I must admit BioWare has a LOT to learn from CDProjekt red. And I now, The Witcher was made with the engine of Neverwinter nights, Aurora. So they do have contact with each other.

  • Thunderstarter

    Posted Nov 25, 2009 4:31 pm PT

    I haven't played DAO yet but I remember my favorite morality system comes from Mass Effect. At some big turning points in the game (especially in the climax) there were decisions to be made that took ten minutes for me to decide. I just stared at the TV and wondered. I love it when games make me do that.

    @tehepicpwnzor: I think you missed the point of this article completely

  • topsemag55

    Posted Nov 25, 2009 4:26 pm PT

    It was good that you remembered The Witcher's and Dragon Age's morality programming, as well as Mass Effect's. They are more innovative than the standard fare. It was tough making decisions in these three - especially Dragon Age - when you believe you've made a completely rational decision, yet one or more of your party disapproves of your actions, and if left unattended could result in a member leaving you for good.

    Nice article, by the way. I enjoyed reading it.

  • tehepicpwnzor

    Posted Nov 25, 2009 4:12 pm PT

    I find that people getting mad at MW2 infuriating. I mean, AOE 3 Asian Dynasties contained Hari-Kiri (AKA suicide) and Uncharted 2 contained killing of unaware combatants from behind... I just think it's the far right (coughGlennBeckcough) and the far left (coughHillaryClinton) who are making a fuss. They each have their own reasons. I think MW2s positive elements overrode the brief massacre.

  • FlankerDFMax

    Posted Nov 25, 2009 4:11 pm PT

    Very good FyreHeart............have you considered seminars for game story wirters? As very frequently, it appears they don't have a clue!

  • FyreHeart

    Posted Nov 25, 2009 3:51 pm PT

    It sounds like Pagliarulo is afraid of putting deep morality in games because he doesn't want to tell gamers what's "right" or "wrong." This is where a moral system comes in. Take a system of morality, either religious or philosophical, and implement it consistently. Whether it's Christian, Buddhist, or even Nietzsche, try it. Make consequences in the game that are delayed and have a logical outcome based on that system. Then the moral depth becomes an aspect of the game world, just like the character, rather than "telling people what to do" in the real world.

  • acelk

    Posted Nov 25, 2009 2:43 pm PT

    Morality in games is generally hard to pull off because of a few factors. 1. You make a choice and see where it leads and then reload your game if it isn't the direction you want it to go.(It should force you to play on based on the choice you make.) 2. You sometimes think about "Where are the developers going with this?" (Sometimes a developer is not clear on the choices laid out before you and it's hard to tell what they are getting at) 3. Sometimes the choices they give are nothing like how you would handle the situation if it was you, but how the character your playing might handle it. To me, your more like a conscience of the character your playing rather then actually being the character. Just my thoughts-

  • grungehead1991

    Posted Nov 25, 2009 2:33 pm PT

    from the games i've played, i think dragon age has had the best morality system. It doesn't just say your "good", or your "evil". It makes you think about those choices, and about how your party members and other people/places will reaction to you or your decision. If you make a choice that one party member thinks it particularly evil, they may just up and leave, or even attack you. That for me made the morality system excellent, and much deeper

  • Moxi

    Posted Nov 25, 2009 2:29 pm PT

    For me one of the most important things which make a morality system have any form of impact is the depth of involvement I can get from the game. This might range from the 'lovable characters' you run into (see Planescape:Torment) , or the 'realism' that a situation presents. Fallout 3, for all it's amazing points, didn't draw me in, in the 'I - through my in-game- avatar - am actually doing these things'. Fallout and it's sequel, both made back when it was enough to imagine a lot of the graphics yourself (a handful of animated dialogues, limited character models was all that separated a great deal of identical sprites) seemed to make it a lot easier to be sucked in and really feel the cold thrill of guilt from breaking into someone's house, robbing them blind then failing to escape without having to put down a poor civilian who only wanted to protect their hard earned possessions...

    Perhaps the added gritty realism of the Fallout 3 world is just too ... visualised... those uncanny faces giving you a hard time for just looking at a thievable object didn't give me as much of a guilt trip. Maybe it's age, but I'm doubtful as, though they didn't impact much more than the obvious, making some of Mass Effects later... somewhat final, choices hurt a little inside. Morality itself is far less important than that real feeling of connection with party members, NPCs, anything in the game - at which point, throw in a moral choice and the game starts being far more than a game.

  • JohnisGodd

    Posted Nov 25, 2009 2:16 pm PT

    @Egamer30 I could not agree more. All of these things in games would be simply amazing. Its just how hard would it be o program all of these things into a game while still making the game have an applicable story? All of these thing would require an insane amount of time to program and then what if you decide to go on a murderous rampage and kill hundreds of people? 500 funerals to be scheduled? Some of this stuff just wont work. At least not with modern gaming. Were to primitive for it.

  • Egamer30

    Posted Nov 25, 2009 2:10 pm PT

    I think in order to make morality better in games is to go to places that would cause controversy, you would have to go to places that no one has gone before, places that are deemed offlimits. Add things like religion, murder, suicide etc. Another thing that hinders morality is the fact that doing an act like murdering someone really has no affect on the gamer because the only bad thing that happens is you might go to jail or get shot at by cops. If you murder someone there should be that persons family members crying, a funeral, people close to the person seeking revenge, all these things can not only effect the character in the game but it can also effect the gamer playing the game. Also the other side of the coin is if you for example save someone from being killed or something like that then instead of the person just walking off and saying thanks, your charecter should recieve praise from the community and the family of the person, let your person get a medal of courage or anything of the sort, just anything to jump further into digging inot your characters emotions and the gamers emotions.

  • NavIGOtoR25

    Posted Nov 25, 2009 1:52 pm PT

    I play for the good character, but in Tthe Witcher the border between good and evil is insignificant and sometimes you should to choose between two evils, and this morale choice you can find in Dragon Age...
    That's why I love such games, especially, The Witcher!

  • jchristenberry

    Posted Nov 25, 2009 1:48 pm PT

    I always go completely ruthless and chaotic in a game that give the option of choice. Its partly an extension of my inner self that cannot "legally" be expressed in the real world and partly that I want to see just how far the developers are willing to let me go. I have been extremely impressed with KOTOR and Dragon Age in the regard. I would add Mass Effect as well, however in mass effect, no matter my choices, I still seem to go down the same path. Yes in all these games the end result or goal is the same no matter your alliance... It simply seemed like (with Mass Effect) the differences between being good and nice vs. evil and ruthless made little impact overall. People didnt leave, people didnt hate me for it. But all in all, its because of games like this that Bioware has become my absolute favorite company! I cant really say much for Oblivion. It was not a game I could spend a lot of time playing as it was too open ended for me. It felt like there was too much of everything "except" a sense of direction. That and I hated the fact that the guards seemed to have cell phones. (Commit a crime in one town, teleport to another and they know about it. WTF lol)

    Why fable was mentioned in this... I dont know. The "good vs evil" in that game is as black and white as it gets. Pun intended.

  • Glokwerk

    Posted Nov 25, 2009 1:32 pm PT

    It is pretty much impossible to make a good Moral system in games, because what is considered good or evil varies greatly between cultures, religions, even generations. There is no universal good and evil it is all a matter of perspective.

  • MassApocalypse

    Posted Nov 25, 2009 1:28 pm PT

    I'm not going to lie, in all games with morale choices I choose to be good.
    It feels wrong to be evil.

  • ColonelX24

    Posted Nov 25, 2009 1:09 pm PT

    I don't think we can get developers to clench to a complex morality system, until we get a deeper story and deeper characters. What I'm trying to say is what about a movie or maybe book can cause you to cry, the characters "and" their choices. I think it comes down to that their is both light and dark in everyone, so since a game is derived in fantasy, why not implement a few more ways to change the character that a player might not be so familiar with.

  • niceopossum

    Posted Nov 25, 2009 1:01 pm PT

    I think mortality is very important in todays games especially 1st person shooters

  • hydn631

    Posted Nov 25, 2009 12:33 pm PT

    I love morality systems in games, but my favorite so far has been dragon age origins where the morality system is more or less how much the good or evil characters like or dislike your actions. Even without the system in place the choices alone i would consider a huge moral indicator,.

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