My point was that the quest wasn't about moral choices, it was about exploring a cave. Most quests are like that and there is nothing wrong with it. You talk to an NPC who gives you a reason to go to place X. It's good. It works. There is absolutely no need to give the player a reason not to.
What Fargo described is not a quest, it's a "situation" (and it shouldn't be compared to that Fallout 2 quest). It offers you nothing (the way he presented it) but a moral choice - to save the kid or not and a twist on top it, to kill the witness or not.
But if Smiley died without your help... I mean, wouldn't that be the same thing?
These situations are a flavor element and they work well enough. If you play a game and come across a drowning a kid, but instead of saving it, say fuck it, and then see a witness and kill the bastard too, nobody's gonna complain and psycho-analyze the situation to death. Why? Because it's a minor thing and even if the design isn't the greatest, well, who cares, as long as there is better shit for you to do. The reason this design attracted so much attention is because:
- It's presented as an example of deep moral choices, when there is nothing deep about it, not even remotely;
- It's the first and only example of said choices, which raises all kinds of questions;
- Brian can't stop talking about it, which draws even more attention to this example;
It's his new rabid-dog thing, since apparently people were really impressed by that. You can't say that the drowning kid situation couldn't be made to present interesting moral choices, that it doesn't inherently branch off to give different results further down the line. It's just that it's described in a vague and diffuse way that implies nothing about how it's constructed, what happens behind the scenes, what happens further down the line. What it does imply, however, is that the player is allowed to
- Kill kids.
- Do bad shit, like killing kids, without being penalized for it. As long as nobody saw you.
That's a piece of information, not about one specific scenario, but about the game in its entirety. Set sail for deep, moral choices indeed.
Does your game offer that VD?
Certain real life aspects are hard (if not impossible) to recreate in a role-playing game. At the top of the list - anything that can be filed under "fear for your life", true selflessness, and realistic emotions..
Fear for
your life? Probably not. Areas that your character simply cannot survive (yet) and thus should avoid (entirely)? Easy. Game-mechanics wise it's the same thing, though getting the player to crap his/her pants is optional.
"True" selflessness? Why does it have to be true? Even if a player expects a great reward for pulling a kid out of toxic waste, there's no logical reason why he should get it and no binding contract involved. So, why not have quests where inaction incurs a penalty and decisive, successful action rewards you only by not penalizing you? If the penalty is reputation related, and you can kill off witnesses, it's merely another, probably easier, but equally viable solution to the quest. Then, choosing to help the npc rather than kill off those who give a shit, well, it is kind of selfless. More work for the same end-result. That said, pretty sure most players have been indoctrinated to go the Mother Teresa route, whether or not it's the most beneficial way of playing.
Realistic emotions? I don't know, I think that's debatable. There's obviously no way a designer can force players to get emotionally attached to a bunch of scripts and some dialogs, but there's no denying that it does happen. That players feel guilty about various adverse effects they might have on the world, or get attached to companions and feel the loss when they end up getting killed. I mean,
So, you hear a boy calling for help. Why wouldn't you help him? Is the player given any reasons, other than "I'm a psychopath"
doesn't make sense without at least some underlying emotional ties to the game. Looting the boy's corpse and killing the guy who saw it all has a lot more potential in terms of gameplay, loot, exp and the like. Besides, the boy isn't really drowning, isn't really a boy and you're not really helping, so maybe the choice is between letting yourself get emotionally attached to the make-believe world, imposing a set of principles on your character(s) or going over the scripts and writing in a detached manner, looking for +'es and -'es.
Since your character is, for all intents and purposes, immortal, you'll bravely send him into the deepest dungeons and pit him against the most terrifying foes. The only emotions your character feels when looking at a towering dragon who can burn him to a crisp and swallow him whole are greed (loot!) and bloodlust (Imma gonna kill me some of that, I bet it gives tons of xp!).
Well, it's certainly one way of looking at things and why hack'n'slash sells. Maybe that's why Ds is so attractive, with opponents that cost too much to kill and the only reward, really, is being able to do it. Plenty of rpg's, though, have beasties that'll just fuck up your game and that you're better off avoiding entirely. I think greed and bloodlust are viable motivators for all players, but I fear for your game if you think they're the only ones out there.
If a stranger asks you for a magic potion to heal his sick relative, both acts mean nothing to you - you know that you will never run out of potions and you don't give a shit about his stupid relative, who probably doesn't even exist in the game.
And, what's the problem? You mean you'd care more if the same situation occurred in real life?
Geneforge had a cool moment when an NPC asked me to prove my beliefs by breaking a canister - a limited and very valuable resource that increases skills and abilities. Now that was something, but most games' design doesn't come close.
Right, because permanently closing quest-lines or missing out on unique items/maximum exp choices isn't the exact same thing -- no wait, worse. Come on, picking the wrong line of dialog might mean you don't get a piece of important back-story, and that shit is way more important than some fucking skillpoints. You'll finish the game thinking "What was the point of all this?" as many greed & bloodlust players do and live the rest of your life in ignorance. Nobody goes back to a game because they didn't max out their fighting skills.