![]() Because no matter how robust the system seems to be, it always boils down to where we are on a scale from 1 (bad) to 100 (good). Yes, I consider this the worst thing a game can do with morality. To put everything on a single axis between good and evil and then make the game's world react to us accordingly, or in most cases, just giving us a few more dialogue options. There's a lot of games that try to quantify the morality. Elder Scrolls' popularity (or whatever it's called). Level 1 being - in my highly subjective opinion - the lousiest and level 3 being the crowning achievement of how games approach morality. ![]() To simplify, I will break down how games approach the moral choices into 3 "levels". One I consider an excellent excuse to talk about moral choices in games. However, there was one mechanic that really got me thinking. The game has a number of really simple, but interesting mechanics that nicely show, how you can reforge the limitations you face in development into beneficial design choices.
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