Point Streak Podcast: Morality Systems
Now is the time for another Point Streak, dear listeners. On this episode, we discuss Morality Systems in games. Good vs. Evil, Jedi vs. Sith, Paragon vs. Renegade…modern gaming is filled with examples of mechanics where the player’s morale choices affect stats, outcomes, even endings. Jeff, Jennifer, Greg, Goose and Tony weigh up the topic at hand:
The link to stream or download the MP3 format is: MoralitySystems
Point Streak is a podcast where we discuss varying topics involving the gaming industry. Jeff (Baron Fang) selects a team to handle some topics that either are avoided by others or aren’t popular enough to be discussed by mainstream video game news. It is, indeed, a podcast based on opinions and should be taken as such.
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My personal exposure to the morality system
First game exposure with a morality system: KOTOR 1 (got the game in 2004). Played mostly light-side. Thanks to using the Infinite light side points, I did the assassin side missions.
Other games I have played: True Crime: Streets of LA and New York City; Mass Effect trilogy; Fallout 3; Watch Dogs; Red Dead Redemption (Never bothered with going evil because it is jarring that Marston stays the same acting-wise regardless of your reputation). Splinter Cell: Double Agent (you are a deep cover operative and have to straddle the line between keeping your role as a government agent and gaining the terrorist organization’s trust. Expected it to be the final game of the series at the time.)
Morality I normally go: Paragade (Mass Effect). I’m normally a nice guy, but will always hit below the belt on the characters that do deserve it (i.e. Renegade interrupts in ME2). Playing as a villain just doesn’t feel rewarding whatsoever. Playing Dark Side in KOTOR is the equivalent of creating a rampage in Grand Theft Auto, and I see little benefit in doing it.