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Game Choices: On the Road Less Traveled

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Thursday, November 19, 2009

Editor's note: Choice in games has often been nothing more than a binary decision -- should you be totally good or totally evil? -- meaning that gamers are always looking back, wondering if the other choice was the better one. Cosmo takes a look a new trend emerging in games like Dragon Age that focuses on the gray area in between the two extremes -- the place where most of us actually live our lives. -Brett


BioshockLittleSister

In most games, trying to keep your character a good guy is difficult, to say the least. When offered two different alternatives -- good or evil? -- the harder of the two is usually the virtuous choice. To better illustrate my point, I offer two examples: Metal Gear Solid and BioShock.

There's a sequence in Metal Gear Solid where Snake is captured and subsequently tortured. During the torture sequence, the game offers players the choice to either (a) endure the torture and ensure that Meryl (a sassy red-head*) is kept alive, or (b) submit to the torture, keeping Snake from serious harm but sacrificing Meryl (red-headed step-child**).

If players chooses option (a), they must endure a difficult mini-game, pounding the circle button as quickly as possible until their own thumbs feel tortured. It's not easy, but the end result is obviously the good-guy approach to that portion of the game.

 

A more recent example that comes to mind is BioShock. Should you harvest or rescue the Little Sisters? The easy choice is to harvest those freaky devil-kids, netting you more ADAM and allowing you to upgrade your character at a faster pace. But if you save the adorable angel-children, you get the good-guy ending (which, for the record, was lame -- but that's neither here nor there).

Rescuing the Little Sisters makes the game more difficult since you don't get the initial boost of ADAM for upgrades, but I did it anyway. And it paid off: I finished the game satisfied that I sacrificed my own ease of play in order to do the "right" thing.

snake_torture

These two choices remind me of a great poem by Robert Frost called "The Road Not Taken." It's about (surprise, surprise) choosing the path less trodden.

The first part reads:

Two roads diverged in a yellow wood,
And sorry I could not travel both
And be one traveler, long I stood

Then, later in the poem:

Yet knowing how way leads on to way,
I doubted if I should ever come back.

Basically, Frost is saying that although he wants to try both paths, he knows that things will happen along the way that will prevent him from ever returning to the beginning and trying the alternate path. In other words, you can't redo the choices you make. It's deep, and you can take what Frost says and apply it to many facets of your own life, including games.

When I choose the good-guy path in games, I try and stick with it. The game I'm currently playing, Dragon Age: Origins, allows players to make many decisions, but there's definitely room to move from one path to the next. But, like in Frost's poem, I probably won't be going back to the beginning. I've already traveled far, and each decision I've made has had an impact on various parts of the game. And even if I do decide to start over, I won't be making the exact same decisions because my beginning path will be different.

I don't mean for this to sound complicated, so let me get to the point. Dragon Age: Origins doesn't have the best graphics or the flashiest effects, it's full of glitches and bugs, some lines of dialogue are missing the accompanying voice-over, and I've even had the game crash. But despite all of this, I think there's something to be said about the game design as a whole. It's brilliant.

Whether I decide to play the good or bad guy, at any point I can make a decision that doesn't classify my character as either. It's simply a choice I make on the road I've taken. And to me, there's nothing more satisfying. Metal Gear Solid and BioShock both have great critical choices for the player to make, but, as Dragon Age has proven, there's the potential for games to do so much more.

I shall be telling this with a sigh
Somewhere ages and ages hence:
Two roads diverged in a wood, and I --
I took the one less traveled by,
And that has made all the difference.


*How I justified saving her.

**How I justified letting her die.

 
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Comments (10)
Lance_darnell
November 18, 2009
Great Post!!! I like logic you used to justify letting Meryl die or letting her live. I really want to try Dragon Age now. Really, really.
Shoe_headshot_-_square
November 25, 2009
I'm also a "stick with it" good guy. I rarely try out both paths, unless I need a quick Achievement (like in Fallout 3: I was good 100% of the time except to plant a live grenade on someone -- I got the Achievement then reloaded my save to erase that evil deed). Even when I played KOTOR, I was positive I was going to play the whole game again totally evil, but I never did because of time and that I felt bad for betraying all the invested "good" I put into my first character. Weird, huh?
Brett_new_profile
November 25, 2009
One of the best gaming experiences I've had in the past few years was with Mass Effect. Why? It wasn't because of the inventory system (clunky), the side missions (repetitive), or even the story (serviceable but hackneyed). It was because the morality system let me play my character exactly the way I wanted to. I didn't have to worry about being good or being bad; I could just be me.
Default_picture
November 25, 2009
I have a pretty hard time playing the evil side in any game that has that split, but for some reason Fable has always been the hardest for me. [i]I have to beat up this little kid?![/i] And in Fable 2 it seemed like they played even more on your guilt throughout the game. On the other hand, it was fairly easy to get "evil" in the sense that you could just go and massacre a town to plummet the "good". Much easier than guilt-ridden moral dilemmas.
Pshades-s
November 25, 2009
I would dispute the notion that rescuing Little Sisters in BioShock makes the game harder. There may be an initial disparity, but after a few rescues you receive extra ADAM and unique gifts that are unavailable to harvesters. In the end, the difference between killing them or saving them affects the ending cinema more than the actual game.
Default_picture
November 25, 2009
I used to love Morality choices in games, but the novelty wore off and I see how shallow they are. I usually don't pick a side like many others (good or evil), I just do an action based on my mood in the moment. Generally leads to chaos and my characters are never quite good or evil, but its quite fun that way.
Default_picture
November 25, 2009
great stuff J, the analogy you drew from in frost's poem is wonderful ;) Sometimes I feel the concept of good and evil can be over simplified in games. I have yet to come across a game where you play a character as sinister as Iago in "Othello" where you manipulate people into destroying their loved ones. there are so many different degrees of evil - not just the "one" who kills innocent people with a sword/gun
Waahhninja
November 25, 2009
I actually really liked the Good Guy ending to Bioshock. Made me feel like all my hard work was worth it. It gave me...a family! I might start bawling right here and now. I generally stay as good as possible. I hate to think of my character/me being despised for his/my actions. Like Dan in Fallout 3, I was bad for the achievements. Kept a save file seperate and murdered a town to a certain extent in order to get the Neutral and Evil levels then just a quick reload.
Default_picture
November 25, 2009
Spoilers! The moment I fell in love with DA:O was when I was faced with the Redcliffe Throne room choice(I hadn't rescued the mages yet). Let the mom sacrifice herself using nasty forbidden magic, or kill the child and end the demonic threat. The game puts you in a no-win scenario and forces you decide which of these choices is the less evil........brilliant writing.
Default_picture
November 26, 2009
[quote] The moment I fell in love with DA:O was when I was faced with the Redcliffe Throne room choice(I hadn't rescued the mages yet). Let the mom sacrifice herself using nasty forbidden magic, or kill the child and end the demonic threat. The game puts you in a no-win scenario and forces you decide which of these choices is the less evil........brilliant writing.[/quote] Really? I was at the same point in the game, and despite not doing the mage quest I continued to question the characters to see if there was any other way to resolve the situation. Now, I always jack my characters charisma up so I feel better about my real life failings, so I MAY have had a Persuade option that I chose, but eventually someone in the throne room was like "Well, we COULD send a mage into the fade to fight the demon...but we would need like, a LOT of mages to get that accomplished." So then the option came up to go to the tower and seek help from a whole mess of magic chuckers. Sure, my first reaction was to possibly sacrifice the mother because I did not want to go through a whole extra quest in order to see the conclusion of the one I had already spent so much time on, but in the end I took the good path and did the mage quest first, thus saving the mother AND pea-soup spewing child. So, I guess the REAL lesson Bioware is trying to tell us is...never give up in a dialogue tree?

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