I just cannot imagine people willingly passing the chance to grow their character stronger just in order to "be good". And I'm not even a min-maxer.
Well - all due respect - you lack imagination then.
I tell you again, there are players out there who prefer not to murder when given the choice. Yes,
even when xp are involved.
Then again, we don't really know enough to argue this, do we?
If the game is piss easy, being strong is not a requirement - which makes the whole discussion somewhat pointless.
Maybe they are blowing up this whole morale thing far too much, too. So maybe it only makes a minimal difference in the end.
True, good balance is what will make or break this decision. Make the game too hard unless you kill everyone - players will be "forced" to kill everyone. Make it too easy if you
don't kill anyone - players will be gentle to get the "good" ending. It's up to the devs to make a "pacifist" run nearly impossible, to drive even the nicest player to feel compelled to kill, while still making the game beatable without a mole popping approach.
In any case, though, if you offer a player the possibility to be weaker on purpose (outside of maybe sandbox/procedural/roguelike games where it is part of the fun), there should be some gain.
"Just" for the challenge and maybe a different ending slide for a game that seems mostly story driven? Hm... hardly seems worth it.
Yeah. You are missing the point. Equal xp for good and evil is fine for a game like say Baldur's Gate, which isn't really about moral choices at all, it's about leveling up to kill the boss. But this is a game made for people who want to be good but are driven to evil. It's apparently a game that is OK with making a statement that good is good and evil is bad. If that doesn't make sense or appeal to you, fine, but trust me, there is an audience for it.
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Sidebar. Remember the first
BioShock? Let's leave aside questions about whether it was a good or bad game. Remember the hype around the Little Sisters? This was going to be a game in which good and evil mattered - you'd be able to save the girls or exploit them for material gain. When I played it, I didn't know what to expect. I still remember the scene where I caught the first Sister. Tenenbaum in one ear telling me not to hurt her; Atlas in the other insisting that I needed to "harvest" her to grow strong and survive. I'll admit it, I agonized for real. Ultimately, I did the right thing and let the kid go. And the game ... gave me nothing but a "Thank you." No cookie, no ammo, no xp. That was it. I did the right thing and got nothing in return.
To me, that was a banner moment in gaming. I felt great.
This is how moral choice should be handled in games. Do the right thing because it's right, not because it's profitable.
Later in the game, of course, after saving more Sisters, they appeared again with a giant pink gift-wrap full to bursting with xp - more than I would have received for killing them. I never felt so betrayed by a game. All in a moment, the joy of my righteousness crumbled to ashes. My sacrifice was less than meaningless - not only had I sacrificed nothing, I had
gained, and substantially. Selflessness and selfishness had become one and the same! Now the only choices were smart and dumb. The only reason to hurt the Sisters at that point would have been sheer spite.
It looks like
Vampyr will take a shot at tackling real choice again, where being good is a hard road. Here's hoping they don't fuck it up.