Saturday Morning Gaming: More Musings on Moral Choices

Jaybird

Jaybird is Birdmojo on Xbox Live and Jaybirdmojo on Playstation's network. He's been playing consoles since the Atari 2600 and it was Zork that taught him how to touch-type. If you've got a song for Wednesday, a commercial for Saturday, a recommendation for Tuesday, an essay for Monday, or, heck, just a handful a questions, fire off an email to AskJaybird-at-gmail.com

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19 Responses

  1. Andy says:

    I like to play either good or selfish characters. I never go for the evil options unless it’s motivated by revenge or maybe the “greater good” which are choices games tend to give you.

    Your post made me think of Cyberpunk 2077, which lets you do some morally dubious stuff (consistent with the lore and setting) but if you’re evil, you lose a lot of content and options for the ending. Fuck over Panam and you lose access to a romance, an ending and a huge chunk on content. The game doesn’t give you the option, for example, of siding with the Wraiths. I think that’s a good game design choice but on the other hand it would be nice to have more complex interactions with some gangs beyond kill on sight.

    Some extra content for being evil doesn’t bother me too much as long it’s small, not game-breaking, and being good comes with something equivalent. There should be trade offs.

    I haven’t played BG3 yet and am not sure I will given the time commitment and with Starfield (a game I’m more excited about) just around the corner. Although I’m tempted because my memories of BG2 are very fond and have stuck with me.

    As I’ve gotten older, though, I’ve become less enamored of the isometric tactical party combat play style. I never finished Pillars of Eternity, for example, because it just became too tedious.Report

    • Jaybird in reply to Andy says:

      From what I understand, BG3 is one of those games that has a level cap around 12. So it’s not going to *REQUIRE* a 100 hour investment.

      But if you’re looking for 200 hours of gameplay, you’ll find it.Report

  2. Alex K says:

    One of the things I really liked about Dishonored is that the good choices were hard at first, but made the game easier as it went on….

    … and vice versa. It was a lot easier to be bad at first but it makes it a lot harder to beat.Report

    • Jaybird in reply to Alex K says:

      Eh, I didn’t like the loading screens giving away the game. They should *NOT* have told you “dead bodies increase rats”. They should have just told you stuff like “man, killing stuff is fun, right?” and kept ladling on the awesome weapons.

      And then, at the end of the game, given you the bad ending and then told you “dead bodies increase rats”.Report

      • Sluggo Casey in reply to Jaybird says:

        … man, it’s like you’ve never played “The Magic Candle.” It got serious complaints from people who looked at their candle in the inventory once. And then played the whole “open world” concept until the candle destroyed the world.

        People tend to complain if they’re forced to play 100 hours before discovering the objective.Report

  3. Brent F says:

    What BG3 does so well and what people are responding to is there’s major narrative consequences to your actions, not just the ones you’ve been conditioned to expect matter by previous RPGs (dialogue choices), but also stuff like combat mechanics or how you interact with the world.

    This really came to a head for me at a particular point in Act 2, when whether you succeed or fail on a really difficult combat objective can completely upend your campaign, and there’s no hand holding from the game about this.

    I’m on Act 3, and its easy to see how much replayablility there is to explore other paths on this game, although nothing is as exhilarating as the first completely blind play through.

    Oh, and there isn’t another ranger for you to worry about, so you’re good.Report

    • Jaybird in reply to Brent F says:

      On thing that already has me tensing up is that I understand that there are some narrative events that are on a timer. Like, someone came up to a big fight and said “let’s take a rest” and then, when they got out of the rest, the big fight had concluded.

      AAAAAA I AM NEVER GOING TO CAST A SPELL EVER AGAINReport

      • Brent F in reply to Jaybird says:

        If it helps, the timers seem to only start when you’re made aware of a crisis, so you’re free to rest as much as you want otherwise. Just treat the prospect that somebody will die if you don’t save them right away seriously.

        I presently have two separate people outstanding that probably are going to get killed because I haven’t figured out where they are yet.Report

        • Marchmaine in reply to Brent F says:

          I’ll get back to you right after I figure out this whole forge thing…

          Guys? guys where are you?

          I got mouthy with an apparition of the Queen… how bad could it be? It’s an apparition.

          Oh, that bad.

          Worst part? I hadn’t saved… so had to do the who battle over again. Then, a little less mouthy.

          I downloaded a mod that basically jacks you to Level 6 — I’d slogged through 1-5 in Beta too many times to keep doing it. Also, D&D isn’t really fun in a video game setting until at least level 5.Report

          • Jaybird in reply to Marchmaine says:

            Also, D&D isn’t really fun in a video game setting until at least level 5.

            It’s not fun at the table until at least level 5.

            You’re there for the comradery, the joy of rolling a 20, the agony of rolling a 3, and the “your momma’s so fat, they created a size category above colossal” jokes.Report

      • DensityDuck in reply to Jaybird says:

        “One thing that already has me tensing up is that I understand that there are some narrative events that are on a timer.”

        This is addressing the issue that has dogged RPG for a long time, where it’s vital that you get to the castle right away to rescue the princess!…but before you do that you can spend a couple months exterminating slimes and getting everybody to Level 99 so the fight is a walk-over.Report

  4. Reformed Republican says:

    Still playing Baldur’s Gate 1. However, my wife and I might delve into BG3 co-op in the future. She is intrigued by the game, which is all over her TikToks. In BG1 I have finished the bandit camp and am getting ready to head to the Cloakwood. I am having a better time with the game than I thought.

    I always felt like evil choices in games were weird. For evil choices to make sense, they should have some selfish appeal to them, with moral reasons not to do them. However, in a lot of games, evil choices are often “be a jerk for no reason” and ultimately less rewarding, so it would make more sense for a selfish character to do the good options (for selfish motives). I am not trying to equate selfish with evil here, but trying to rationalize an intelligent evil character, not somebody who just wants to cause havoc for the sake of it. I haven’t played Dishonored, but it sounds like that might be a little more like what I have wanted from evil choices.Report

    • In Dishonored, “evil” == “easy/shortcuts”.

      You wanna play stealth? Your ammo is low. Your timing needs to be perfect.
      You wanna play lethal? Here’s a box that kills anybody who walks near it! Here’s a crossbow that can kill someone when you’re still outside of their detection radius!Report

    • Sluggo Casey in reply to Reformed Republican says:

      Evil choices work best in a game like Fate/Stay Night, where they are the /immature/ and /selfish/ choices.

      … yes, I’m actually saying that an X rated game does a better job of describing morality than … any American game. At least I’m not defending “Nice Boat.”Report

    • Andy in reply to Reformed Republican says:

      The Dishonored system is interesting because it’s not really good v evil but stability vs chaos. The more people you kill, the more chaos there is in the world, and the less stability in the society, which has all kinds of effects, including on the nature of the ending. I think the game incentivized you to kill bosses but avoid killing others, like guards, although there are non-lethal or non-murderous options to deal with the bosses.

      It was and is a really good game.Report

  5. Fish says:

    I’m currently rethinking my balancing. Right now my party is paladin (me); fighter; cleric; rogue, and I’ve been pretty happy with it, but I’m seeing instances where having someone who can throw magic around might be useful–especially when you’re up against critters that do annoying things like “stay out of melee range.” I’ve got a wizard and a warlock sitting back in camp, so I’ll probably sit down tonight and mix it up a bit.

    I’m loving the game, though. It feels like I’m playing D&D.Report

    • Marchmaine in reply to Fish says:

      Yeah, there are a lot of set-pieces that really benefit from strong AoE… mostly I’ve been cheesing them by saving, then changing the party when the first battle goes awry.

      My inner roleplayer dies a little each time, but my achiever just qq and off we go.

      I also really like how you can re-spec and add hirelings for almost nothing. Which I tend to abuse.

      On the one hand, you have to live with Macro choices no matter the party, but I appreciate how my Micro party/character choices are practically unlimited. Of course, DMs everywhere cringe at the very thought.Report