Separator
Experiments with morality in New Vegas end in failure
Chas_profile
Tuesday, January 25, 2011

Jet has been down on his luck lately. He's had a few run-ins with the local thugs, dealt with a band of escaped convicts, and just narrowly avoided becoming zombie food. Oh, and a mysterious man recently shot him in the head and buried him in the dirt. Life on the Mojave Wasteland is harsh for everyone, but this is ridiculous. For some reason, he can't handle conflicts in the wasteland the way he'd like. That's because he's a product of my imagination meant to make my time in Fallout: New Vegas more tolerable.

The role-playing elements of the Fallout games cause me nothing but stress. I hate having to assign points to a variety of stats based on vague descriptions without knowing what's waiting for me in the world.

Still, that world is so wonderfully realized that I decided to give Fallout: New Vegas a shot, with one twist: I decided to take the phrase "role-playing game" at its word by living in the wasteland as avatars modeled after the five colors found in my favorite trading-card game, Magic: The Gathering. Jet was the first of those five characters.

He was also the last.

 

There are five colors of mana in Magic: white, blue, black, red, and green. Each has its own views, motivations, likes, dislikes, and means of getting what it wants. Having played the game for years, I figured I knew the colors well enough to adapt them into five unique wastelanders.

I decided to begin with Jet, black's representative, because his way of thinking seemed suited to the world of video games where there are no real consequences to fear. Black is a selfish color that is willing to do anything to get what it wants, but it typically prefers deceiving others. Despite the Mojave Wasteland's obvious lack of morals, however, Jet didn't fit in from the very start.
 

When the local ruffians, the Powder Gangers, threatened a wealthy merchant passing through the town where Jet was rescued, I decided to have my shady avatar seek to align himself with the thugs before swindling both sides. I went around convincing the townsfolk to offer all the supplies they could spare, then searched high and low for the Powder Gangers so I could  get them to do the same, but I could never find them. When I finally gave in and progressed with the quest, I immediately found myself fighting alongside the townies, tarnishing Jet's reputation with the gang before he had even met them.

Later on, I stumbled across another group of troublemakers holding New California Republic soldiers hostage. The NCR had the place surrounded but feared their brothers would die if they decided to attack. I saw this as an opportunity to go in as a neutral party and assist the highest bidder. Unfortunately, neither side's representatives were programmed to deal with someone as selfish and sly as Jet. Even with his amazing speech skills, the options were purely black and white: encourage a fight or persuade a truce.

I can't imagine the other four characters I had in mind would have fared much better. Jade, green's beastly mascot, would have taken issue with slaughtering coyotes and geckos to level up as she respects nature far more than the despicable societies men formed post nuclear war. Scarlet, red's wild rogue, probably would have run afoul of Fallout's harsh consequences for the impetuous. Red is all about total freedom, but others view that as chaos. One unfortunate mishap with an explosive (which I figured to be Scarlet's preferred weapon) while handling a random mugger outside New Vegas could kill an innocent bystander. With death being permanent for non-player characters and the game saving periodically on its own, I figured playing red would just be a big pain.
 
 
Really, the attempt was always futile. My problem with Fallout stems from the fact that I only enjoy the brief but meaningful decisions you're forced to make and the impact they have on the brilliantly fleshed-out world around you. Even then, some decisions are bigger than others, with most ending in a small note informing you that your character either won or lost karma. I just wanted to find out who shot Jet and why, all while making the same decisions someone with his devious mind would make. That just left me with a bunch of incomplete side quests, though. I'll never be a fan of the parts in between the big decisions, so I guess I'll never be a real fan of Fallout either.
 
3
CHAS GUIDRY'S SPONSOR
Comments (6)
Phantom
January 25, 2011


I see this problem in most -- if not all -- open-world games: You can be "good," or you can be "bad," but you can never be "you."



I remember when Star Wars: Knights of the Old Republic came out, and everyone fawned over its morality system. "Whoa, if I kill this person, then I become closer to the Dark Side! And if I save that person, I'm closer to being a Jedi!"



This black-and-white morality system seems archaic nowadays. But unfortunately for gamers, said system hasn't changed much...if at all. Games that give you choices still boil down to a "doing this makes you good, while doing this makes you bad" structure. Developers have just gotten better at disguising it.



But I'm not sure how much more advanced this system can get, though. Developing a game that gives the player complete moral free reign would take a lot -- A LOT -- of work. I just don't think it's possible at this point.   


Me
January 26, 2011


I'm not entirely sure I get where you're going here. So, you tried to take some very rigid, defined personality characteristics, fit them into a game that wasn't designed to accomodate those specific personality characteristics, and were surprised it didn't work?



I kind of see what Nick was just saying about the lack of a "neutral" option in New Vegas, although one could argue that a neutral personality chooses not to get involved in affairs they don't need to, i.e. perhaps a neutral character in the Fallout universe is one who follows the main quest line, or the default motivation they're assigned at the beginning of the story, without going into all these side quests that have nothing to do with the main story, and which present many of these moral choices to us.



That may not sound very exciting, but it sounds realistic. Most of the people in the real world I might describe as "neutral" - mellow, relaxed people, mostly - usually mind their own business and don't get involved in anything other than their own, immediate pursuits. They neither volunteer at homeless shelters nor mock the homeless when they see them on the street. Many of them don't bother voting. Etc.



I tend to think that my characters in RPGs are defined by their actions as much as by their dialogue choices. My Very Evil character in Fallout 3 got his karma rating mostly by slaughtering almost everyone he meets, unless they have some utility for him (merchants, doctors, etc.).


Chas_profile
January 26, 2011


My intention was to derive some actual fun out of playing a role rather than just going around doing whatever I felt like doing at the time. It didn't seem too farfethched when I came up with the idea but I wasn't prepared for how extreme Fallout's options are. I figured that it could be fun to act and make decisions by placing myself in the shoes of other people, but the game doesn't really accomodate anything more specific than good or evil. I'm not saying the game is bad because of that, just that it's not something I can personally enjoy.


Scan0148
January 26, 2011


There are a few instances where you can play multiple sides at once, including the main quest, for a while.  Specifically, there's a sidequest where a town is about to be attacked by mercenaries.  You can negotiate with the mercenaries as a neutral party and offer to pay them more than the person who hired them.  You then convince the town to empty their entire treasury to drive off the mercs.  The town hands you the money.  You go back out to the mercs and drive them away with a speech check or intimitade them.  You pocket all of the town's money and the town thinks you're a hero.  While the mercs run off, you can tail them, murder them all and loot the corpses.  Not every quest in the game is like this- but quite a few have options that are similar.  And you'll find that you can play all sides in the main quest for quite a while before deciding where you stand.


Robsavillo
January 26, 2011


I'm a little confused by your argument, Chas. You enjoy the meaningful impact your decisions have for the main quest line (what I assume you mean by "brief but meaningful decisions you're forced to make"), yet you're also annoyed at the unintended consequences of others (i.e., deciding to use an explosive and accidentally killing a NPC). Those "minor" decisions impact the game world, too. What makes those so different?


Chas_profile
January 26, 2011


David: That sounds like exactly what I was hoping to do early on. I just wish every scenario was that open-ended.



Rob: I call them minor because, no matter how immersed I can be, accidentally killing a nobody NPC just because there are some random enemies roaming the streets outside the Strip just feels like a nuisance. It's too easy to separate playing the game and playing a role in moments like that. It's far more meaningful than in a game like GTA where civilians can be slaughtered with little to no consequence, but those random NPCs can't stand up to the bigger, story-driven events.


You must log in to post a comment. Please register or Connect with Facebook if you do not have an account yet.