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Re: RPG aligment
Posted: Sat Apr 21, 2012 5:55 am
by jack1974
Aleema wrote:I'm usually pure good. I think it's because I'm compensating for being evil in real life.
ROFL not bad
Aleema wrote:
Oddly, the Fable series was the only time I've truly played "evil" and enjoyed it. It's a more comical universe and the NPCs are really annoying and dull, so it's an entirely different atmosphere. In fact, Fable makes it extremely unrewarding to be good, as if being good is the reward itself. Now, that is indeed an interesting construct to keep players from mindlessly doing the right thing (by putting heavy prices on "good" choices) , but as a player, it was rather frustrating to get bad consequences because I wanted to be nice.
I played the Fable series too and I agree, it was comical so even the bad/evil choices were pictured very differently than, say, Fallout.
Re: RPG aligment
Posted: Sat Apr 21, 2012 10:08 am
by mastro
I think in a RPG or any other game is cool when, you don't really have bad choices but some that makes you think.
For example you're forced to decide between two bad things, but both are unavoidable so you're not really evil, it's the game that forces you to pick a choice, even if maybe the main character doesn't want it, reject the choice. I think those are very cool moments in a RPG!
Re: RPG aligment
Posted: Sat Apr 21, 2012 2:34 pm
by pysali
Given the opportunity to play good, bad and grey I will try out all three paths though I usually end up with a morally grey character. In the Mass Effect series there's always been two save games I've ported, one for paragon and one for renegade. Ditto in SWToR I have light side, dark side and grey characters because the options are there and I want to see what happens.
As long as a morality system actually has consequences it can be really compelling, but that takes a lot of work and branching. Otherwise it comes off as hilarious-in-a-bad-way when you're like 'I AM THE DARKEST EVIL!' and the game goes, 'Okay! Nothing bad will happen in consequence because we really didn't expect people to pick that path!' and you're like 'Wait, what?'
SWTor minor game play spoilers
If you're talking about a military based game or a game with war it's nice to have a more shades of grey system, especially if there are opposing factions. Since in war even if the big guys have some pretty clear cut reasons for why they're fighting each other there are always little guys who are screwed.
Though there is something really compelling about writing something where you go through a side and people are like 'Hell yeah! Get those Blue guys, they're jerks who are limiting our (freedom, justice, ability to feed ourselves, ability to take their resources, culture, something else) and you're a hero!' and then you do a play through as the other guys and they're singing your praises for attacking the red guys because they're the real 'bad guys' who are (oppressing, trying to take their land, resources, freedom, justice, suppress their culture or something else).
Re: RPG aligment
Posted: Sat Apr 21, 2012 2:57 pm
by jack1974
Thanks, that's true that requires much more attention and branching. About this:
pysali wrote:
Though there is something really compelling about writing something where you go through a side and people are like 'Hell yeah! Get those Blue guys, they're jerks who are limiting our (freedom, justice, ability to feed ourselves, ability to take their resources, culture, something else) and you're a hero!' and then you do a play through as the other guys and they're singing your praises for attacking the red guys because they're the real 'bad guys' who are (oppressing, trying to take their land, resources, freedom, justice, suppress their culture or something else).
Yes that's what I tried to do in the first Planet Stronghold game. I like the games where you can play in both factions, instead of always being in one side "the good"

Re: RPG aligment
Posted: Sat Apr 21, 2012 3:26 pm
by pysali
I know, it was just hard for me to be sympathetic towards the Empire in PS1 because I loved the aliens so much more (and I never had the option to try and negotiate peace with any of them). My priorities are screwed. You could always put in evil options and then have a lot of game overs and early endings like in Bionic Heart.
Re: RPG aligment
Posted: Sat Apr 21, 2012 3:33 pm
by jack1974
Well different FINAL endings yes, but I don't want to cut off some parts of the game to offer different endings, not in a RPG since I'm sure players wouldn't approve

Re: RPG aligment
Posted: Sat Apr 21, 2012 4:33 pm
by MarSel
I always play as GOOD first to get the story, then EVIL just to see how it differs.
Like Jade Empire (one of my all time fave games) I played the EVIL quite a lots (as a female character)
Plus with the EVIL way (or closed fist)
Re: RPG aligment
Posted: Sat Jun 23, 2012 12:29 am
by Crosaith
I prefer playing as evil characters overall, but not the whole "ALL MUST DIE" type. More along the lines of the selfish/ambitious with a touch of protecting those he cares about. Also, evil characters usually get the option of killing those who are rude/screw im over. While Mr Goody tends to be like "Oh your insulting me.. OKAY !! Let me do that quest for you please!".

Huge +++ for evil there. ^^
Re: RPG aligment
Posted: Sun Aug 12, 2012 7:35 pm
by DoctorMario911
I prefer good character since i could never handle the endings on the dark side but for me star wars is totally different on the light and dark side.
Sorry if the spoiler thing didnt work up there since im doing this on my phone
Re: RPG aligment
Posted: Sun Aug 12, 2012 7:58 pm
by jack1974
Spoiler worked correctly. Here's another: