Karma/Morals in games (lets debate).

lugaru

Look, Ma! Two Heads!
I’m not talking about what is right and what is wrong and what we should keep away from kids and all that. I’m talking about how moral choice is handled in games and how it affects outcome. The nature of games is binary, 1 or 0, yes or no, and nuance is formed by creating combinations of yes and no.

Right now the vast majority of Moral/Karma systems are literally one dimensional, in the sense that you have a line with a devil on one end and an angel on the other. You do something good, you move towards the light. You do something evil, you move towards darkness. Usually to be Neutral you need to do BOTH good and evil acts, because games are rarely passive.

The idea I’ve been thinking about is to at least move this thing to 2d, having something in the shape of a +. One line represents ends (is what you accomplished good or evil) and the other represents means (did you do something good or evil to get there). These lines intersect but don’t affect each other, therefore you are given at least 4 options right off the bat. You play by the book to accomplish good, you break the law to do good, you keep your hands clean while accomplishing an evil agenda or you are a downright bastard. Most RPG people will think of D&D and therms like Lawful Good and Chaotic Neutral.

Still let’s imagine a fictional game where angels battle demons on earth and you are caught in the middle with some fancy video game powers. Helping the angels or hindering the demons is positive while hurting the angels or helping the demons is negative. Separate from that you have the means, killing is bad while sparing a life is good. You could kill every evil bastard on your crusade and that should taint you, making you a ruthless vigilante a la Punisher. You are admired by good people at a distance, but they can’t look you in the face without feeling disgust. Cops want to arrest you but you are not necessarily shoot on sight to them.

Now I think a 3d morality system is possible by making it means, end and circumstances. Think of it this way:

End: Are you out to help or harm innocent people?
Means: Do you lie, steal and kill in the process?
Circumstances: What did it take to make you choose an action (money or morals) and how much will it take before you start bending your own rules.

Think of a game with lots of stealth and I hate going into numbers but let’s use some.
Stealth killing somebody adds detracts 10 points from your “means”, in that you do something pretty bad in order to accomplish your good mission. Now killing somebody while in combat (i.e. they are shooting at you) only detracts 5 points because it is still bad (you have the choice to run away or disarm them) but it is not nearly as cold blooded and easily avoided as a stealth kill. Gamers will almost always think in terms of numbers because they want to win more than tell a story. But this system will make the gamer wonder: “Do I stealth kill the one guard next to the alarm and suffer 10 points or do I risk him sounding it and losing 20 points for killing 4 guards?”. Other things could affect your choices too, such as stealing food if you are starving vs. full (you probably just want to sell it). Is it worse to steal drugs when you are addicted than if you just want to re-sell them? Is it less bad to shoot somebody who is trying to kill a good person? How much money does it take to make you side with good or evil? Every game is designed by a different person and they will have their own definition of right and wrong, but I would like to see each designer detail their view. One character I like to play who breaks every game is a “private investigator”. This character picks locks and lies to get to the truth. He wants to arrest the bad guys but will shoot in self defense. He works for anyone who will pay but turns down very evil requests and often works for free for innocent people. This character is a cliché, but he is almost impossible to implement in most RPG’s without the game telling you “you are a saint” or “you are evil”.

Lastly it is best when all numbers are invisible, but I like having a “moral compass” that tells you where you stand. Like you go to your character sheet and it says more or less what archetype you are currently in depending on where you draw your lines. So what do you think? And what do you think about it affecting the way the game responds to the player?
 
I really dont like ALL knowing sky-daddy moral systems ala Fallout 3, simply because it assumes every people have same morals and is annoying as hell.
I would really prefer to have Reputation system, where your actions, IF witnessed, will give you bad reputation in the area where you did the act, and when you accumulate enough "points" or do a horrible crime like murder, the area will be hostile.
Now, you could have separete Mental stability system, to show how your character falls down to insanity if he commits vile really acts like murder etc. Enough horrible acts and your character will become insane. Good or neutral acts would increase mental stability.

Best thing to do if you want to use sky daddy system, is to NOT to tell the player his exact standing, but some vague description or ETC.
 
IMO It all depends on the level of abstraction vs. realism you expect of a game.

Good vs. Evil is the biggest possible abstraction: White hats vs. Black hats.

D&D moral system is more realistic, as it introduces the concept of "Law vs. Chaos", which is very different from your "means vs. ends" system: Lawful is not one that uses "good" means. A Demon that faithfully obeys the laws of the pits of Hell, is still Lawful.

I think this kind of moral system is good enough for a game, as it creates an interesting set of 9 distinct Alignments.

In order to achieve more realism, the abstract system of "good vs. evil" could be replaced by more detailed moral axis like for example "Selfish/ Selfless", "Faithful/ Treacherous" , "Violent / Nonviolent", etc., with corresponding consequence to the player's relations with factions.

But to be honest, i think i don't really need that level of realism in a game, after all.
 
I agree about the whole all seeing sky god, I mean if you steal stuff and murder and nobody catches you it should still change public perception a little (everytime you are in town crap happens) but I too am frustrated by just how linear the Beth system is.

I also prefer the D&D system as well since it adds another element for more options, but I'm starting to consider a system that is more achievement based.

Steal a little? It affects you a little. Steal a lot? You are now a known crook. Kill enough people and you are "tainted" by it, even when you save the world you will be seen as a bit of a thug. Kind of like the opposite of achievements: "wow, I just went from petty thief to known cleptomaniac!". Also think of "child killer" in Fallout, it hangs on your character like a curse. A system I use for a superhero game I used to run was like this:

Hero: no killing, respect the law
Vigilante: some killing and law breaking in the name of justice
Mercenary: willing to do do good and evil acts for money
Villain: willing to do horrible things to get what htey want
Monster: only interested in carnage and destruction

So say you only do "good quests" but you kill a bunch of people and steal stuff along the way, then you are a vigilante. If you do good and evil quests then you are a mercenary. If you do far more evil ones than good you are a villain and if you are the type who shoots everyone in a town for fun, well dude, you are a monster.

For a game like Fallout 3 to suppor this you would need some sort of a rudimentary justice system, conflict resolution that does not involve killing and more evil factions you can help but again, a lot of this thread is born of my disatisfaction with Karma in that game.
 
lugaru said:
I agree about the whole all seeing sky god, I mean if you steal stuff and murder and nobody catches you it should still change public perception a little (everytime you are in town crap happens) but I too am frustrated by just how linear the Beth system is.
Things being stolen while you are in town does not mean you did it, a thief can wait until a stranger comes to town to do his work. As a gameplay mechanic it can fly but I still dont like seeing this sort of anti logic in a game if it is avoidable. It only works if it makes sense, public perception should only change if you are caught. If the game calls for it some outside factor should be affected, like the (dis)favor of an all knowing power depending on your actions, rather than an omnipotent collective of npcs that instantly know something they do not approve of has transpired.
 
Unless morals or ethics have some significant role in the game, I prefer no moral or ethical system. I would even scrap the meagre karma system in Fallout. Instead of judging the PCs metaphysical goodness or evilness, just apply concrete consequences for specific actions, and leave the player to deal with them. If you kill and steal, the law-abiding people will be out to get you. If you stop a gang from killing and stealing, they and their friends will be out to get you.

An example of a game where morals play a significant role is Ultima IV. The point of the game is to become the Avatar, a paragon of goodness, so in that context a moral system makes sense.
 
Well, I've been meaning to start a similar thread some time ago, but forgot about it x]

Anyway, I think the KotOR-ish morality system *could* work, if you set threasholds. I mean this - how come an uber-evil Sith Lord can do a selfless deed (helping a poor little girl get home or some other nonsense) for no obvious reason (no profit seen in the future etc.)? He shouldn't even have an option to do that.

After reaching a certain point on the morality meter, you shouldn't be able to do some stuff of opposite alignment, for example - if you set 3 thresholds on Light Side - then after reaching the first threshold you can't do hardcore evil stuff, after reaching the second you can't do medium evil stuff and after reaching the third, only evil choices are available to you.

Now if you'd want to move back to being evil, there'd be certain "Redemption\Corruption points", which would open an opposite road to you, but it would get you from full good to full evil in a pretty long time, so it's not a magic "change alignment" button.

This is just an overall idea, but I think (with some work) it could be a very enjoyable system.
 
Ravager69 said:
Well, I've been meaning to start a similar thread some time ago, but forgot about it x]

Anyway, I think the KotOR-ish morality system *could* work, if you set threasholds. I mean this - how come an uber-evil Sith Lord can do a selfless deed (helping a poor little girl get home or some other nonsense) for no obvious reason (no profit seen in the future etc.)? He shouldn't even have an option to do that.

.

Nothing more evil than doing good deeds to help an NPC prosper or trust you and then betraying 'em. "Wow, thank you for saving the princess, you are granted an audience with the king".
-----> Enter chamber
-----> Kill king.

:twisted:

I love the idea of gaining corruptions as bad reputations though, that way even if you want to help somebody they will probably run from you. Think of the punisher wanting to ask a dope dealer some questions and the guy jumps out a window thinking there is no way the punisher will let him live.
 
Actually the (Edit) idea of karma system in the Fallout games is ok. It is just used/installed wrong (like everything else) in FO3.

Karma should be a way to check up on your general deeds and demenour. It should only affect you, not peoples reactions to you. Rather than being a one dimensional line, it should be tracking different actions and like Ravager mentioned affect your choices in some bits. You steal too many little things? Slap a Kleptomaniac perk onto the character; he gets a small bonus to steal but can also get into trouble without you doing anything. Been doing Rambo for too long? add a PCST or 1000 yard stare condition to the character that hits your social skills hard.
As I tried to explain karma should be a tool to affect some of your choices and chances (an psycho killer who has solved every quest up to now is not likely to let this hostage situation end without dead bodies...) but nothing more all seeing eye than that. It should be what your character feels about herself.

On the other hand Reputation should govern the NPC reactions. Sure you might be the satan jr. but if for some strange reasion, you decide to help this out of the way, small and forgettable farming community and become their unseen silent protector, then those people are going to love you never mind that you killed everyone else on the wold map :D
 
cronicler said:
Actually the karma system in the Fallout games is ok. It is just used wrong in FO3 (like many other things)

I wouldn't go as far as to call it the same system. If anything, the karma system in FO3 is more like that of Fable.
 
lugaru said:
Nothing more evil than doing good deeds to help an NPC prosper or trust you and then betraying 'em.
This is my problem. When I play an evil character, I like to play the kind of clever evil character who will complete all the "good" quests and say all the right things just to earn everyone's trust. The problem is, my evil character is completely insincere in his goodness, and intends to commence a reign of terror once he's strong enough and has successfully scaled society's ladder.

I've never seen a morality system that allows for this. It's certainly inappropriate for such a character to earn goodie-points for insincerely doing good things.
 
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