You will receive negative karma for ignoring this post (Patreon)
Content
I think we can all agree that that traditional karma system - "do you want to save an orphan from a fire or kick a puppy in the face?" - is a bit lacking. It's binary, reductive, and your choices often take place in isolated sequences, away from the main mechanics.
In my next video I want to talk about some recent(ish) indie games that explore the topic of morality in a far more nuanced way - and embed their "moral choices" into the very mechanics of the game.
I'll be talking about Undertale, and how you have to sacrifice XP and health to be a good person. And Papers, Please, which creates a cruel system that will slowly turn you corrupt. And Darkest Dungeon, where you have to do some pretty uncomfortable things to get ahead.
This is a tricky thing to discuss - it strays outside of pure design and into narrative and analytical topics - and while I'm closing in on finishing up the script, I would really like to get your thoughts on a few things.
I guess my questions to you are:
What do you look for in a morality system? Tough choices? Meaningful changes in the story? Gameplay rewards? Something else?
If a game makes it easy to be evil, and hard to be good (i.e. you get XP for killing monsters, and nothing for pacifying them), what can that game offer to make it worth your while to be a good person?
Have you played a game that tackled morality in a meaningful way? Or one that totally ballsed it up?
Any ideas, thoughts, or opinions on this subject would be very appreciated!
Cheers, Mark.
(P.S. Wow! Nearly 300 Patrons! Ridiculous!)