Saint_Proverbius said:
Your point was that it was easier to be a hero. I said it's just as easy to be either in Fallout or Arcanum in my first post.
No, you started with the statement that being good is easier. In fact, it's not, especially in Fallout and Arcanum.
The obvious implication here is that it's easier to be evil (or harder to be good) in Fallout/Arcanum than it is in other RPGs. Note the word especially. In other words, my complaint applies less to Fallout/Arcanum than to other games. This is untrue, because in the other games we have seen fit to talk about, you can buy your way out of the negative consequences of being evil. Therefore my complaint would apply less to those other games, and your sentence would be incorrect.
So you're either lying about what you said so as to avoid admitting your mistake, or you have a real problem with verbal precision. Maybe you
would have more luck with a diagram.
I think I made it quite clear when I said you could buy your way out of the consequences, therefore there are no real consequences.
It would be easier if there weren't consequences for evil actions, but because of games with decent consequences, it's possible to balance them. That's why I mentioned Fallout and Arcanum. Then there's games with no really good consequences because you can pay money to get out of them, i.e. Baldur's Gate and Morrowind.
Why oh why are you talking about the consequences of being evil as an attempt to argue against my thesis "It is easier to be good than evil in CRPGs."? The existance of consequences for being evil would in fact be
support for my point. What precisely do you mean when you say "It would be easier
(to be a hero than a villain) if there weren't consequences for evil actions..." I hope this was simply sloppy paragraph construction on your part, because it makes absolutely no sense.
What's not tempting about being evil? It's easier to do things and there's more money in it. I can either pay for the item you want to sell me, or I can kill you and take it. That's easier, and the end result is you have more money because you didn't pay for it.
How often does it work like that, though? You kill a guy in the street (or in a shop), and (outside of a couple locations in FOII) the entire town is now hostile. So it's not particularly easy, and now you've just screwed the pooch for any activities you might want to perform in that town later. Not to mention the fact that even the most careful of RPGs tends not to make everything that's buyable lootable. Fallout/Fallout II/Arcanum all do sometimes, but not consistently.
So you're left with the petty theft of whatever items the devs saw fit to make "stealable".
Funny, I've found it to be the exact opposite for the reason I mentioned above. Then again, you don't seem to think robbing people is good role playing for some reason, so obviously you're not going to make as much.
Quite apart from what I've mentioned above, most RPGs reach a point a little after midgame where either the stuff that's available in most shops isn't particularly useful to you, or you have so much money stealing it would be redundant. So, for that extra power boost you're left with "special" items and that all important experience factor, both of which are acquired through "quests". Good quests are both more plentiful and more rewarding than evil quests, in pretty much every RPG ever. The "extra curricular" looting type stuff ends up being a pretty minor factor.
In a lot of games, you're absolutely right. In fact, most of the D&D CRPGs are like this simply because the main plot is often a typical "good guy" plot. However, in the opportunities there are to be evil, there are often cases where you can make more money or experience depending on how well the game was scripted.
You can often make a piddling amount more money by being dastardly, but you tend to lose out on an experience reward. The classic example is the acquisition of "key items". Often you can kill/rob for them, but you get tons more experience (both in character terms and in "experiencng the game" terms) by jumping through the hoops he requests in order to acquire the item legitimately. Mirth in Stillwater is a fairly classic example of this, even in a "well scripted" game.
That would typically be because the Evil Thief actually kills people. It's kind of hard to flesh out an evil thief that has scruples about murder.
Yes, but there I was talking about stealing, not killing. I said "petty thievery isn't good evil roleplay, more like good petty thief roleplay", and you saw fit to disagree. So can we now settle on the fact that playing a thief is not in and of itself part of evil roleplaying?
Anyone that agrees with you that mass murder isn't evil needs their priorities ajusted.
I didn't say it wasn't evil. I said that performing it in the ridiculously straightforward and large scale manner you're suggesting isn't realistic, and therefore I consider it an invalid aspect of the game. Just like you consider donating money to church to buy off your infamy invalid. Anyone who thought, as I do, that it was ridiculous that you could do this (and cared about actual roleplaying) would care that is was ridiculous, and therefore not do it. We can argue about whether it is or is not realistic to be able to wipe out population centers, but simply saying "it doesn't matter" won't make the issue go away.
The people of Modoc are pretty sure the slags in the Ghost Farm are out to slaughter them, which is why they attack it in the first place. The Slags are fighting for their home turf, the Ghost Farm and what lies under it. It's kind of hard to say it's not about survival.
Do you realize how much will and discipline it takes to continue fighting to the death when all hope for victory is lost? These are people who have brahmin testacle eating contests, shotgun lesbian weddings, and are in every possible way presented as a collection of bumbling subnormals. And, considering not a single one of them had ever witnessed a slag murdering someone firsthand, they'd have to believe there was a decent chance of survival through retreat or surrender.
Right, do nothing. Why would an evil character give a shit about the plight of Adytum? Care to explain that one?
Okay, now you're deliberitely misinterpreting me. I didn't say an evil character should be presented with a reason to fight the Regulators. But he should be given some way to involve himself in Adytum to the same extent a good character can. Maybe he could take part in the battle against the razors on the other side, or maybe he could run out and hunt down a pack of escaped slaves, or whatever. The specifics don't matter. But he should be given
something to do other than partially complete the good-guy quest (and get a lesser reward for doing so).
Fallout 2 is roughly four times the size of Fallout, yet you're willing to bash Fallout and excuse Fallout 2 for only having a few instances of the "evil" stuff you bring up?
I'm not "bashing" Fallout by any degree. But, I will say that:
A) Fallout II, being a larger game, has more evil stuff to do by simple virtue of having more stuff to do period. I fail to see how this isn't a virtue.
B) Fallout II has a larger proportion of evil stuff to do in comparison to the game as a whole, and that evil stuff is both more "tempting" (read: useful) and more organically integrated into the gameworld than the evil stuff in the original Fallout.
This is really the only point of contention between us regarding the two Fallouts. I'm certainly not saying the original was a crappy game or anything.
A gambler character can raise insane amounts of cash for armor, weapons, and stimpacks rather quickly.
But, again, since most characters aren't gambler characters, most characters won't be able to deal with him until fairly late in the game.
And it's no where near as useful as you make it out to be, either.
When did I say being a slaver was terribly useful? Selling Sulik into slavery makes the early game loads easier, but that's not the same thing.
Still, I'll say it now, joining the slaver guild and doing all the runs will net you a pretty decent amount of cash and experience, especially given how early in the game you can do it. While you'd certainly gain more cash and experience for hitting the army base, by the time you even
can do the army base, the stuff there isn't terribly likely to help you a heck of a lot. Both Fallouts are notorious for starting out difficult and getting easier as they progress.
Helping Gizmo is signifigantly harder than arresting him, nets you a piddlingly larger reward, and closes Junktown off to you for the rest of the game. The scales are much further off balance here.
Do you know how small population centers are in Fallout and Fallout 2? The might NCR Capitol has a whopping 3,000 people in it.
Fine, so how many people would you place in Modoc? Ten? Twenty? A hundred? Even fifty is too many for one guy to keep tabs on long enough to execute.
Last I checked, with Power Armor or a decent strength, you actually could carry an insane amount of ammo as well. Given the power of some of those weapons and how poorly armed most town folk are in Fallout and Fallout 2, there's really not much of a complaint here.
Well, yes and no. I will agree that it becomes, if not realistic, "realistic enough" to start wiping out towns once you have power armor and the massive weaponry power armor lets you use. But, once you have that stuff, there's really nothing left to be gained in the indiscriminant slaughter of innocents, unless you want to roleplay a homicidal maniac. Which would be evil, yes, but pretty narrow.
Let's snip through all the point by point, since it's all related to the same argument. I'll answer it via the following:
Consider the following two movie scenes. Bruce Willis is talking with a mob bosses strong but feeble-minded enforcerer, and insults him one too many times. The enforcer draws his weapon, but Bruce is a tiny bit faster and plugs him between the eyes. The two other thugs in the room draw weapons and Bruce whirls, taking them out with a couple shots a piece. He strides purposefully through the door, and takes out the aging mob boss with a single shot between the eyes. He lets out some appropriately clever quip, then pauses to put on the enforcer's mirrored sunglasses before striding down the hall onto the ground floor, where he immediately encounters seven or eight more goons. A lengthy firefight ensues but, in the end, it a blood-soaked Willis strides victoriously through the front door of the casino.
Alternatively, Christopher Waulken convinces the good-hearted but feeble minded mayor of a smallish town to go to war with a mysterious race of underground creatures. The two sides clash and stand around shooting eachother, no one on either side ever surrendering, being decisively outmaneuvered, or being routed. Because they are so absolutely perfectly evenly matched, only three slags are left standing at the end, everyone else having fearlessly allowed themselves to be slaughtered. Chris (who has been standing behind a nearby tree or something this entire time) walks on camera, stoops down, picks up a fallen Modoc rifle, and plugs the last three slags in rapid succession. He then casually loots the corpses and moves on to the next town.
While perhaps neither are "perfectly realistic", which one do you find it easier to suspend disbelief for? Which one seems more well-motivated?
Criminy, I didn't even want to go this far into the bit with taking out the rival syndicates. Honestly, that part of it isn't even what I'm that enamoured with (since it's not like you get anything other than the loot off the corpses and combat experience for doing so). It's the joining part I like. The fact that you're given a few actual tasks to perform. The fact that the people on the street start addressing you with your mob name. The fact that you are actively becoming a part of the game world, rather than treating it as a huge overground dungeon hack.
But you apparently feel "lots of not particularly well motivated and questionably realistic killing" is happy fun exciting roleplay time for whole family. Are you
sure you're not a Baldur's Gate fan?