this post was submitted on 21 Mar 2024
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Being evil doesn’t mean being an arsehole.
In Kotor I would always help that Selkath guy on the first planet, it doesn’t mean I didn’t brutally conquer the galaxy with an army of endlessly producing ships.
KotOR did the evil path so well. You get completely different quests by going evil with comparable rewards. Other games you get someone asking for help, saying no is the evil choice but all that does is lock you out of the quest and give up all rewards, not KotOR, in KotOR being evil pays off
For most games, the evil path is only created so the player technically has a choice, so they feel like they played a role in the path they took. In reality, most of the time there is truly only one fully developed path and the developers knew which you would take.
I don't want to call it lazy, because it isn't and is just a smart use of resources. However, when a game actually fully fleshed out the evil path it is a work of wonder.
I've noticed that, too, that often the "choice" is really a choice between doing content or not doing content. Sometimes this is true outside of good vs evil choices, too. Do you help this person? If you say no you just don't get that mission. There's no fallout by not helping someone in other words.
I'd love to see more RPGs play with that (and I say that understanding how complicated and big of a task it is to do that)
Fingers crossed the remaster doesn't end up being hot garbage.
Seems to be in developer hell for a while now, Id say the odds are low it wont suck
Aye. Most of the good / bad responses in games are like "flatter and cuddle" vs "spit in the face, and threaten sodomy". As Yahtzee said it's eating babies or saving babies, and no nuance.
Really evil is being friendly while lying to their face, then blowing up planet. Planescape Torment had the (lie) responses that were the closest I've seen.
This is what made Starfield so terrible for me. The choices were always: be nice, be super duper nice, be boring and “whatever”, or say something mean, but not mean enough HR would even care.
I've been playing around with using some kind of option picked at character creation to change the attitude of the responses you have to choose from, while still giving the same 5 or 6 options to resolve the dialogue; IE the outcome for option B is the same every character, but the dialogue expressed is different based on that character's chosen attitude.
It would just suck writing everything multiple times; essentially saying the same thing, but using different words.
This is all well and good/evil, but refusing to pet a dog is much more evil than siding with Selkath
That game had one of my favorite evil moments ever when you can force a certain character to do summering horrible. Even though it's old I won't spoil it because it's getting a remake and a lot of people will get to play for the first time.
But those who know what I'm talking about will remember that moment.