Sigourn
uooh afficionado
- Joined
- Feb 6, 2016
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Fallout is a great example of an RPG with moral choices. Particularly New Vegas. And I feel this is what makes them great examples to convey what I mean. Let's take two separate New Vegas quests:
Though both of these quests present good moral choices, I find that ultimately one of them is the far superior quest. And that is The House Always Wins V. There are three reasons for that.
1) Receiving the quest forces you to take a stance. Once you receive the quest, you can choose not to do it. That is already taking a stance: if you decide not to do it, you won't be able to continue the main quest with Mr. House, and will be keeping the BoS alive instead. Meanwhile, once you begin Hard Luck Blues, you can simply not do the quest, and nothing will change at all: the dwellers will be alive, and the crops will be just fine, no time limit involved.
2) The quest is emotionally stronger. Regardless of how you feel about Veronica or Mr. House, the truth is that in the best case scenario, you care about Veronica (if you are doing The House Always Wins V, it's implied you already like Mr. House's plans for the wasteland and the future of humanity). Whether you choose to side with House or to side with BoS (and by extension, Veronica), there's already someone you truly care about on the line. I don't know about you, but what I look for in a quest where a moral choice has to be made is that I care about the choice to begin with.
3) The quest has lasting consequences. C&C is always appreciated, but this is what I feel makes THAWV and breaks HLB. Completing HLB while making either choice earns you EXP (100 for helping the sharecroppers vs 150 for helping the dwellers) plus some NCR reputation if you help the sharecroppers. But that's it. Nothing else changes. Meanwhile, THAWV makes you choose between your main faction and a lesser faction, whom you may have grown attached to, not to mention Veronica. You can't simply complete this quest and brush off the results. It's a long term commitment, because there's not going back.
I think that a lot of RPGs fail in making their moral choices matter. Either the player can avoid making a choice with no side effects, either the player's compromise with the moral choice is not there, or either the choice has no major consequences to care for.
Aside from the title question, what do you think are other great moral choices presented in RPGs?
Though both of these quests present good moral choices, I find that ultimately one of them is the far superior quest. And that is The House Always Wins V. There are three reasons for that.
1) Receiving the quest forces you to take a stance. Once you receive the quest, you can choose not to do it. That is already taking a stance: if you decide not to do it, you won't be able to continue the main quest with Mr. House, and will be keeping the BoS alive instead. Meanwhile, once you begin Hard Luck Blues, you can simply not do the quest, and nothing will change at all: the dwellers will be alive, and the crops will be just fine, no time limit involved.
2) The quest is emotionally stronger. Regardless of how you feel about Veronica or Mr. House, the truth is that in the best case scenario, you care about Veronica (if you are doing The House Always Wins V, it's implied you already like Mr. House's plans for the wasteland and the future of humanity). Whether you choose to side with House or to side with BoS (and by extension, Veronica), there's already someone you truly care about on the line. I don't know about you, but what I look for in a quest where a moral choice has to be made is that I care about the choice to begin with.
3) The quest has lasting consequences. C&C is always appreciated, but this is what I feel makes THAWV and breaks HLB. Completing HLB while making either choice earns you EXP (100 for helping the sharecroppers vs 150 for helping the dwellers) plus some NCR reputation if you help the sharecroppers. But that's it. Nothing else changes. Meanwhile, THAWV makes you choose between your main faction and a lesser faction, whom you may have grown attached to, not to mention Veronica. You can't simply complete this quest and brush off the results. It's a long term commitment, because there's not going back.
I think that a lot of RPGs fail in making their moral choices matter. Either the player can avoid making a choice with no side effects, either the player's compromise with the moral choice is not there, or either the choice has no major consequences to care for.
Aside from the title question, what do you think are other great moral choices presented in RPGs?