Date: 2013-05-09 06:58 pm (UTC)
virtualvoyages: an old worn book on a black back ground, a glow at one corner of the book (Default)
Really, I think it's more of an idea that actions should have natural consequences, rather than immediate gamey rewards.

Yes! Especially if the game is supposed to be telling a story. What's a natural consequence of an action (and to what degree Dark Helmet is right about the intellectual prowess of good) depends largely on the genre of the story. Having no consequences for anything anybody does is kind of suspension of disbelief breaking, regardless of game story.

In SW:TOR, being a good Sith should be really freaking dangerous because a) that's not really supposed to be possible (even though I don't think it's incompatible with the Sith code) and b) evil has this strange tendency to dislike good and most other Sith are evil with a capital E. While some of the Sith Warrior's master's spontaneous explanations of pretty damn clear good as clever evil are funny (and I'm more willing to forgive those because, well, funny), they're all such incredible stretches that...well... whut?

(The Agent isn't quite as bad because every so often there's a mild hint that Imperial Intelligence might notice that you're, you know, leaving a trail of live people across the galaxy. Still, hello, orders!? Treason?!)

I like that the game doesn't force you to be evil (even to maintain your cover), but there should be a sense that you're taking a risky path. Especially when you do more reckless things.

What I think is best would be taking a page from Yoda - usually the evil course of action would get you a quick, immediate reward, generally with a minimum of fuss. The 'best' outcomes, meanwhile, will require quite a bit more effort, and the reward may be smaller or even nonexistent. But, *in the long run*, the good side actually gives better rewards.

Yes. I like when people you spare/save turn up later and prove helpful - one time when the game gets the postponed rewards for good idea right. I just think upping the initial inconvenience or throwing in some inconveniences due to opting for good over expedient (and more so for opting for good over orders) would make for a better story. (And, of course, having, so far as I'm aware* no one react to being evil Republic side, other than in the most minor of ways, is even more of a problem for the story.)



*I can't seem to play evil. My characters may take the occasional dark side option (especially my Jedi), but flat out aiming for evil? I just can't seem to kick puppies, even pretend puppies.
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