RPG videogames have a
range of approaches to morality. Mass Effect and Fallout 3 went for
straight good and evil with paragon/renegade and good/bad karma
respectively. More recently, faction-based approval/disapproval, such
as in Pillars of Eternity, has become more popular, perhaps as it
offers a more nuanced take on things.
I think there are a
couple of interesting other ways that morality could function in
RPGs, (focusing on a more medieval/fantastical world rather than a
sci-fi universe).
The old medieval
medicine system (if we can call it that) involved four humours. There
was blood, phlegm, black bile and yellow bile. That could easily be
translated into morality/behaviour, with blood and phlegm good, bile
bad, and blood/yellow bile action-oriented and phlegm/black bile more
thoughtful.
A sanguine (bloody)
character would be your bold hero, diving into the fray, keen for
action and leading from the front. A choleric (yellow bile) would be
aggressive beyond morality, eager for bloodshed and more concerned
with self-interest than public esteem.
I think that’d be an
interesting approach because it has overlap between a
thoughtful/action-oriented approach and good/bad. If certain options
are only open to good/bad characters or thoughtful/action-oriented
characters then in a given playthrough you’ll have a set of options
that (unless you copy your playstyle) will differ when you replay the
game. It’d also mean your actions matter.
Another way to go about
such things would be to make gods more than window dressing. I’m
not a vegetarian, but it’d be interesting if you had to pick gods/a
god and live according to their precepts, and that could include a
nature-based vegetarian style. Similarly, you could have a pacifist
religion (perhaps excepting saving your own life), a god who demands
his followers drink alcohol daily, one whose acolytes swear poverty,
another whose worshippers must regularly participate in frisky time
(making brothels part-business, part-temple), and so on.
The price for
contravening your god’s whims would be divine punishment, including
gameplay penalties, and a quest to restore you to the god’s favour.
Or you could jump spiritual ship, which would make you loathed by
your former co-religionists. As for advantages, you could start off
with minor bonuses and have the opportunity through side-quests to
climb the spiritual ladder to enhance them.
This is slightly
similar to the faction-approval approach mentioned near the the
start, but there are some significant differences. Not least is the
limitation on approval (you can’t join the Lovely Peaceful God’s
cause *and* worship Angor the Intensely Violent). Another is that
it’d be largely (maybe entirely) optional, whereas faction
interaction, at least to an extent, is usually a requirement in games
that have them.
And it could easily
co-exist with a faction system. Maybe you need to persuade leader X
to help you. Sure, you can do that via the old approval system, but
if you’re the High Priest of his religion (through prolific
questing) it’d be cool to just order him to help on pain of
excommunication.
Charitable works is
another area that could work. Not only would, say, setting up an
orphanage boost your reputation, it could also help get beggar
children off the streets, improving your relations with businesses
who don’t want half-starved urchins cadging coin next to their
stalls.
Thaddeus
No comments:
Post a Comment