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Timmeus

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@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.

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Timmeus

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" This is still a matter of finding the right balance between computational power (i.e. how do you account for the full range of choices that a player might make?)... " Computational power doesn't really play much of a role. I'm still a fairly noob programmer but a players "morality" could easily be stored in a few variables and the values stored in those variables could affect and be effected by the game events so it would be more about creating the game content and making it fit in the world therefore being more about development resources rather than hardware capabilities. Molynuax/Lionhead seem to just be adding variations of the good vs evil system to the Fable franchise which wont really change anything just add complexity.

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Timmeus

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Your wrong about inFamous's morality system only affecting the colour of Cole's powers. While it was a black and white system and you had to go either pure good or pure evil to unlock all your powers, the good and evil powers had a very different play style, the good powers were very precise which aloud you to take out enemies with little or no collateral and even automatically tie them up while the evil powers were very destructive often killing enemies and civilians alike. Obviously inFamous's system wasn't the best but it definitely added to the game and so do most moral systems in games but they need to break away from the black and white approach and also the ability to undo your actions which I think is particularly stupid.

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Timmeus

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I like where they're going with Heavy Rain but David Cage makes it sound like he thinks every dev should go in the same direction and no game should have a focus on fun, which is just stupid.

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Timmeus

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DAMN! Nice butterflies.