Sometimes, the most powerful way to say something is to not say it at all. This is so obvious, so timeless that it’s become cliché, yet when it comes to morality and relationships, games can’t resist telling all. Dragon Age has its relationship bars, Fable has its good and evil which are so blindingly obvious they don’t even need a stat bar, Bioware games of all varieties have their own good-and-evil-but-we’re-not-gonna-call-it-that bars, and even Fallout has its karma. The irony is that all of these different ways to try and add depth to the game actually detract from it.
Taking my current game, Dragon Age, as an example, each party member has a relationship bar telling me how close we are. After certain dialogues, depending on what choices I picked I’ll either see a tiny golden heart and a number telling me how much better that party member likes me now, or I’ll see a tiny, black, broken heart with a number telling me how much less they like me. As a result, I rarely think in terms of what I want to do, or what’s right. Instead, I’m more likely to think about whether or not I need more Morrigan points or more Leliana points, and act according to how I think that character would want me to. This affects even choices which have no mechanical effect. Since the basis of decision making is not moral or personal, but mechanical, when a choice is presented to me, I will always be thinking of it in terms of game mechanics, and if I should lapse and accidentally choose based on personal conviction or because I think it’s what my character would do, inevitably a tiny, black, broken heart will inform me that I am wrong and I should load an old save.
It’s perfectly fine, and even desirable, to have my party members reprimand me for acting in a way they disagree with, but stapling on mechanical effects takes away everything that’s interesting about it. The entire point of a dialogue-heavy game is to be able to pick interesting choices and choose how you want to go through the game. It’s called role playing for a reason. When you add mechanical effects, I’m no longer role playing, but instead I’m choosing based on whether or not I think I’ll get a bonus, or choosing between two different bonuses. If I’m going to sit at a dialogue option second guessing myself, I want it to be because I’m not sure which is the right thing to do, not because I think the option I’m really interested in is going to give my character 30 puppy-kicking points when my character is clearly the walking-the-elderly-across-the-street type.
This effect is only compounded by the fact that the options you’re picking are text-only, and in many games where the main character is voice acted, each choice only represents a fraction of what’s actually said. Thus, you might pick the option “That sounds really interesting,” and then your character blurts out, “That sounds really interesting. Pick that one up off a fortune cookie, genius?” In short, not only are you making a purely mechanical decision, you’re doing so on faulty information. Punishing (or rewarding) a player under such a system just makes it frustrating. It’s like spending a stat point on something called “combat” only to find out that raised your character’s dexterity, and you really wanted to raise strength. If you misspent a stat point, you’d surely load and try it again, and that’s exactly what happens when dialogue is given statistical effects. It encourages trying over and over to find the “best” choice, and not your choice.
That’s not to say Fallout’s karma system is free from guilt, either, since even though it’s not really attached to the game mechanically, it still frustrated a great many Fallout: New Vegas players when they gained karma for killing a Powder Ganger, only to lose it for “stealing” the crap he had laying around his campfire. Merely the knowledge that the game is keeping score somehow is enough to influence a player’s actions. Real moral decisions come from not knowing whether what you did was right or wrong. We’re fascinated with morality precisely because it can be so difficult to determine, and having a game instantly determine it for us not only takes away everything interesting about it, but it can be frustrating when you disagree with how the game has judged you. Yeah, maybe you stole the Powder Ganger’s stuff, but he was dead anyway, and if you’re using it to help others, is that really wrong? Apparently so.
Furthermore, interesting narratives stem from living with bad decisions instead of loading because the game told you that you were bad. You’re never going to stop a player from loading an old save because they don’t like how something turned out, but telling them straight away or adding a mechanical punishment like making party members leave, or refusing to grant certain stat bonuses because they aren’t moral enough or their party member doesn’t like them enough is just going to force the issue. Choosing between giving the party tank a +4 constitution or not giving it to him isn’t a choice, and someone who accidentally picks the wrong one is just going to load and do it over. They’re a lot more likely to stick around and see how things turn out if you’re not so busy slapping their wrists every time they make a choice.
It’s only a real choice if a player isn’t punished for picking one option over another. True morality is not a bar with red and blue or black and white. Black and white morality is childish to the point of uninteresting. Real morality, the good stuff, the most interesting decisions of all, are stuck squarely in shades of grey. You can’t assign a point value to it because there is no right or wrong, only crippling self-doubt and second-guessing whether or not you really did the right thing. You don’t need to punish the player for choosing poorly or reward them for choosing well, because the interesting choice is itself the reward, and the thoughts swirling around in the players’ head are far more rewarding (or condemning) than any mechanical punishment can ever offer.
Never have I realized this more thoroughly than in the first (post-tutorial) area of Divinity II. Even The Witcher, which was excellent and a huge step in the right direction, was a little too obsessed with its choice-making and so it felt somewhat like the game was patting itself on the back for giving you a choice that meant something. There is no such back-patting in Divinity II, and there’s no morality, relationship points, or karma. There are dialogue options, and there are multiple paths to solving quests, but there’s no score being kept. There’s only what you chose to do, and what you didn’t.
As an example, early in the game a farmer’s wife gives you a sealed letter and asks you to deliver it to the town blacksmith. Simple enough, right? You can deliver the letter and the quest is over. You can also read the letter, and find out she’s been cheating on her husband. Then, you can deliver it anyway, with the blacksmith a little annoyed that you read it. Or, you can bring it to her husband and let him deal with her. Or, you can take the opened letter to her and confront her with what you know, taunting her or trying to blackmail her for your silence. Rest assured that whatever you do, you won’t lose morality or karma, you’ll only be playing the role that interests you most at the moment. Unlike any choice in any Bioware or Fable or Fallout game I’ve played, this choice somehow captivated me. Should I let the woman out from under the yoke of her jealous husband in order to pursue true love, or should I condemn her for cheating? If I’m out for personal gain, who can I get more from – the husband, by giving him the information and hoping for a generous reward, or the wife, by blackmailing her?
There was no omniscient god watching over my every action and tallying up my karma, nor were there party members second guessing my every action and getting annoyed that I’m too romantic or not romantic enough, and that’s precisely what made it great. The game left me to think my own thoughts on the decision, which ended up much more complex than could be represented on a point scale. If I’d gained some kind of points for delivering the letter, the game would be pushing its own value system onto me. Love conquers all, they live happily ever after, the husband had it coming anyway, laughs and good feelings all around. By not giving me points, I don’t get such easy comforts. I don’t and can’t know what was “right”, and that really gets me thinking. Did the husband have it coming, or did I just casually help another man steal away the love of his life?
Now if you’ll excuse me, I’m going to go back to quickloading every time I see a tiny, black, broken heart with a point value telling me exactly how much farther away my juicy stat bonuses are.
Recent Comments