Thursday, August 06, 2009
Editor's note: Morality choices and systems are a hot topic on Bitmob (read more on the subject here). Aaron loves the concept, but argues that the implementation in most games -- a binary good/evil choice -- falls far short of the ideal. -Demian
So there I was, staring at an undetonated atomic weapon in the heart of the first bastion of humanity I found after leaving the safe confines of my childhood, Vault 101. The distant sounds of playing children reach my ears. Life finds a way.
Sure, Super Mutants have been known, on occasion, to raid this far from the downtown areas, but you wouldn't know it when you look at the residents of Megaton. Yeah, maybe it wasn't the smartest idea to build a town around the remains of a live bomb, yet I can't help but think that it signifies the strength of these proud survivors. This place could have just been another crater, but it isn't.
Now it's safe. Now it's a home. I try to clear my head. I've gotta focus. Mr. Burke is offering a good bit of bottle caps to see this place leveled and now is not the time to go soft. Sentimentality doesn't pay any bills. Hell, if I play my cards right maybe people will think this was all an accident. I just gotta slit a few throats before their tongues get a chance to start waggin' to the wrong kinds of folk....
Video game morality is a more recent development in game design that has come to permeate so many of our experiences, and is a key component in Fallout 3 (where the above story comes from). Instead of mindlessly following a predetermined path set before us, we can decide our own. Frankly, the prospect is staggering. This is something that other mediums cannot accomplish. Real choice, not Choose Your Own Adventure book-style, “you stumble into a pit of venomous spiders, you die, turn to page 1,” quasi-choice, but the ability to shape the narrative as we see fit.
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