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Your favorite "black or white" decision in an RPG?

DalekFlay

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We prefer decisions where there are more than two outcomes, and where one or all of the choices are morally gray. This is what we like. A lot of games though, most recent games sadly, have a bipolar choice GOOD or EVILLLLLL. Of these banal and simple choices, things like "wanna blow Megaton up?"... which is your favorite? Which transcends its simple design and limited depth to be an actually interesting choice between black and white alternatives?
 

roll-a-die

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Re: Your favorite "black or white" decision in an

DalekFlay said:
We prefer decisions where there are more than two outcomes, and where one or all of the choices are morally gray. This is what we like. A lot of games though, most recent games sadly, have a bipolar choice GOOD or EVILLLLLL. Of these banal and simple choices, things like "wanna blow Megaton up?"... which is your favorite? Which transcends its simple design and limited depth to be an actually interesting choice between black and white alternatives?
Robot Sex Slave in KotOR on dantooine your choices were essentially, Kill the robot, likely causing the suicide of a crazy person, let it run away, likely cause said crazy chick to run after it, and send it back, letting crazy chick sex the robot up for a long long time.
 

bhlaab

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The Pitt, because they tried to make it grey by throwing in baby kidnapping but failed completely.
 

CrimHead

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Bioware console shit #45860's "suck everyone on the planet's dick and receive a money shot from each of them individually or rape god"
 

Deleted member 7219

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CrimHead said:
Bioware console shit #45860's "suck everyone on the planet's dick and receive a money shot from each of them individually or rape god"

I didn't know god-rape was featured in a Bioware game. Was it BG2/ToB? I never finished those.
 

Multi-headed Cow

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Well Mass Effect 2 features the planet Rapeulon, population: rape. So they're inclining!
 

grotsnik

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Jul 11, 2010
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MoTB had some good 'uns, mostly because it was pretty inventive about how you carried out your goodness/villainy. Like the dead wizard lying next to a handy book which instructs you how to free his soul from eternal limbo...or you could just stove his head in. Or the lost family you could direct either to safety or to a clan of ravenous were-creatures.
 
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In Jade Empire when deciding whether to keep the water dragon spliced open to feed the power of the BBG or heal it to end the drought that is killing millions; you can leave it like that with it begging for mercy whilst half your party turn against you and you cut them down before claiming the soon to be dragon's power as your own after you kill the BBG.
 

Sannom

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Re: Your favorite "black or white" decision in an

DalekFlay said:
We prefer decisions where there are more than two outcomes, and where one or all of the choices are morally gray. This is what we like. A lot of games though, most recent games sadly, have a bipolar choice GOOD or EVILLLLLL. Of these banal and simple choices, things like "wanna blow Megaton up?"... which is your favorite? Which transcends its simple design and limited depth to be an actually interesting choice between black and white alternatives?

The 'Witch against Mob' in The Witcher. Probably because even if none of the sides is innocent, one of them is so evil that there is no choice at all : you choose the Witch.
 

Nickless

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Mysteries of Westgate had a damn good clear good or evil binary choice near the end.
 

Konjad

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grotsnik said:
MoTB had some good 'uns, mostly because it was pretty inventive about how you carried out your goodness/villainy. Like the dead wizard lying next to a handy book which instructs you how to free his soul from eternal limbo...or you could just stove his head in. Or the lost family you could direct either to safety or to a clan of ravenous were-creatures.

Indeed MotB choices were pretty good because evil choices actually had a lot of sense (often more than the good ones) even though they weren't gray but purely evil.
 

MisterStone

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Sell Sulik to slavery or not.

Actually, Sulik was the most retarded NPC is the history of gaming so I guess it was more of a grey choice, but since you have to become a branded slaver after that...
 

DriacKin

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Konjad said:
grotsnik said:
MoTB had some good 'uns, mostly because it was pretty inventive about how you carried out your goodness/villainy. Like the dead wizard lying next to a handy book which instructs you how to free his soul from eternal limbo...or you could just stove his head in. Or the lost family you could direct either to safety or to a clan of ravenous were-creatures.

Indeed MotB choices were pretty good because evil choices actually had a lot of sense (often more than the good ones) even though they weren't gray but purely evil.

This.
In MotB, evil actions actually felt like they served a purpose. You weren't just running around doing evil shit just for teh lulz. Far too often in games, the 'good path' yields better loot/rewards than the evil path. MotB was the opposite - evil stuff made you more powerful. And thus, you actually had to resist the urge to succumb. You weren't just going and farting on people's heads for no reason. With every decision, you could clearly see how a rational person would pick the evil path. Its one of the reasons why MotB's evil path remains the best in any RPG ever created.
 

Lonely Vazdru

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1zd9g8p.jpg

Dat switch !
Cut the power down on the underground turrets and have all the tribals hacked to pieces on the surface, or make it the manly and painful way through and save those worthless sonofabitches.
 
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In KOTOR, convincing the Sandral and Matale families on Dantooine to kill each other. Epic dialogue choice: "KILL THEM ALL!"
 

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