<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/'><id>tag:blogger.com,1999:blog-3352155589322140093.post189048042976501649..comments</id><updated>2011-02-26T17:07:28.731-05:00</updated><category term='cyanide&apos;s blood bowl'/><category term='rpgs'/><category term='league of legends'/><category term='combat'/><category term='jade dynasty'/><category term='global agenda'/><category term='news'/><category term='mmorpg genre progression'/><category term='dark age of camelot'/><category term='metaphor'/><category term='death'/><category term='community'/><category term='everquest'/><category term='mechanic assessment'/><category term='privacy'/><category term='wow'/><category term='loot'/><category term='prizes'/><category term='train'/><category term='survival'/><category term='business of MMOs'/><category term='travel'/><category term='Terrible Idea'/><category term='dr twixt'/><category term='guilds'/><category term='resources'/><category term='player as hero'/><category term='character progression'/><category term='guild wars'/><category term='Brenda Brathwaite'/><category term='fighting genre'/><category term='mmorpg revolution'/><category term='GNS Theory'/><category term='dynamic world'/><category term='skill-based systems'/><category term='leveling'/><category term='team fortress 2'/><category term='dota'/><category term='facebook'/><category term='story'/><category term='pay-to-play'/><category term='procedurally generated content'/><category term='choice'/><category term='emergent gameplay'/><category term='game concept'/><category term='information'/><category term='dungeons and dragons'/><category term='camping'/><category term='grinding'/><category term='solo play'/><category term='emotional games'/><category term='ted'/><category term='philosophy'/><category term='permadeath'/><category term='blizzard'/><category term='gui'/><category term='minimalism'/><category term='beta'/><category term='lord of the rings online'/><category term='rationality'/><category term='losing'/><category term='game design'/><category term='world of warcraft'/><category term='opinion'/><category term='innovation'/><category term='fps'/><category term='blood bowl'/><category term='local scope'/><category term='game mechanics'/><category term='Dwarf Fortress'/><category term='ambiguous rules'/><category term='raiding'/><category term='mobas'/><category term='sandbox'/><category term='ffxi'/><category term='tabletop games'/><category term='free-to-play'/><category term='role-playing'/><category term='ff14'/><category term='crafting'/><category term='hybridization'/><category term='eve'/><category term='game reviews'/><category term='pvp'/><category term='mmo revolution'/><category term='social networking'/><category term='brainstorming'/><category term='mmorpgs'/><category term='balancing'/><category term='swtor'/><category term='concentration points'/><category term='darkfall'/><category term='aion'/><category term='player motivation'/><category term='happiness'/><category term='class-based systems'/><category term='group play'/><category term='game layers'/><category term='team play'/><category term='quests'/><category term='call of duty 4'/><category term='city of heroes'/><category term='time sinks'/><category term='luminary'/><category term='gdc'/><category term='diablo'/><category term='play'/><category term='chance'/><category term='iPad'/><category term='world pvp'/><category term='rambling'/><category term='vanguard'/><title type='text'>Comments on That's a Terrible Idea: Moral Choice Beyond Good and Evil</title><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://www.thatsaterribleidea.com/feeds/189048042976501649/comments/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/189048042976501649/comments/default'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2009/10/moral-choice-beyond-good-and-evil.html'/><author><name>motstandet</name><uri>http://www.blogger.com/profile/06296441082624422375</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_DcR3gp5eA8o/StSkYk_sfXI/AAAAAAAAAkA/TrZrLkaT19M/S220/kid_shocked_steam.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>11</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-3352155589322140093.post-1815156581328996477</id><published>2009-11-17T09:42:36.590-05:00</published><updated>2009-11-17T09:42:36.590-05:00</updated><title type='text'>I just found this post over a blog entry of Domino...</title><content type='html'>I just found this post over a blog entry of Domino.&lt;br /&gt;&lt;br /&gt;There is actually a good single player game that does that in a very good way: &lt;br /&gt;Gothic (and it&amp;#39;s successors) from the German company &amp;quot;Piranha Bytes&amp;quot;.&lt;br /&gt;&lt;br /&gt;In the original game you can choose between an &amp;quot;order&amp;quot;, &amp;quot;anarchy&amp;quot; and &amp;quot;spiritual leadership&amp;quot; faction. None of them are really evil or good. &lt;br /&gt;&lt;br /&gt;I really loved the game &amp;#39;cause of that.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/189048042976501649/comments/default/1815156581328996477'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/189048042976501649/comments/default/1815156581328996477'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2009/10/moral-choice-beyond-good-and-evil.html?showComment=1258468956590#c1815156581328996477' title=''/><author><name>Calain</name><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img1.blogblog.com/img/blank.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.thatsaterribleidea.com/2009/10/moral-choice-beyond-good-and-evil.html' ref='tag:blogger.com,1999:blog-3352155589322140093.post-189048042976501649' source='http://www.blogger.com/feeds/3352155589322140093/posts/default/189048042976501649' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-491875221'/></entry><entry><id>tag:blogger.com,1999:blog-3352155589322140093.post-7727088510013332804</id><published>2009-11-03T23:39:40.658-05:00</published><updated>2009-11-03T23:39:40.658-05:00</updated><title type='text'>Nice post!

I&amp;#39;ve been trying Fallen Earth out,...</title><content type='html'>Nice post!&lt;br /&gt;&lt;br /&gt;I&amp;#39;ve been trying Fallen Earth out, and it seems to use a faction system to good effect.  There are six factions in the world, none of which is totally good or evil.  For examples, Vistas favor protecting the environment (good) but also engage in eco-terrorism (bad).  A player can choose one (or potentially more) factions to ally with through their choice of quests.&lt;br /&gt;&lt;br /&gt;I&amp;#39;m not far enough into the game to assess how well it works, but it seems like it has the potential to make moral choices more interesting.&lt;br /&gt;&lt;br /&gt;Great blog, by the way.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/189048042976501649/comments/default/7727088510013332804'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/189048042976501649/comments/default/7727088510013332804'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2009/10/moral-choice-beyond-good-and-evil.html?showComment=1257309580658#c7727088510013332804' title=''/><author><name>Tolthir</name><uri>http://www.blogger.com/profile/08186401981818820178</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.thatsaterribleidea.com/2009/10/moral-choice-beyond-good-and-evil.html' ref='tag:blogger.com,1999:blog-3352155589322140093.post-189048042976501649' source='http://www.blogger.com/feeds/3352155589322140093/posts/default/189048042976501649' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-922531439'/></entry><entry><id>tag:blogger.com,1999:blog-3352155589322140093.post-5647046142782841068</id><published>2009-11-03T07:58:36.598-05:00</published><updated>2009-11-03T07:58:36.598-05:00</updated><title type='text'>Just came across the site thanks to Wolfshead; and...</title><content type='html'>Just came across the site thanks to Wolfshead; and wanted to say &amp;#39;hi&amp;#39; and note this good post.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/189048042976501649/comments/default/5647046142782841068'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/189048042976501649/comments/default/5647046142782841068'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2009/10/moral-choice-beyond-good-and-evil.html?showComment=1257253116598#c5647046142782841068' title=''/><author><name>Gravity</name><uri>http://www.blogger.com/profile/09058246857638123702</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.thatsaterribleidea.com/2009/10/moral-choice-beyond-good-and-evil.html' ref='tag:blogger.com,1999:blog-3352155589322140093.post-189048042976501649' source='http://www.blogger.com/feeds/3352155589322140093/posts/default/189048042976501649' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-1328976945'/></entry><entry><id>tag:blogger.com,1999:blog-3352155589322140093.post-661901913943297602</id><published>2009-11-02T13:24:47.228-05:00</published><updated>2009-11-02T13:24:47.228-05:00</updated><title type='text'>Note that some believe, as do I, that there really...</title><content type='html'>Note that some believe, as do I, that there really *are* moral absolutes, but that such are more the realm of theology rather than entertainment, and without agreeing on those absolutes, there is little shared vocabulary with which to have a good conversation.  Exploring the middle ground makes for more thought-provoking gaming (as well as being easier to write for a wider audience who may not share theological/moral foundations).&lt;br /&gt;&lt;br /&gt;So yes, exploring situational ethics and how they intersect with morals and principles is a great thing for games.  I&amp;#39;ve written before that *games are interaction*, and letting the player make those choices *and see the consequences* is something that games really should capitalize on.  No other storytelling medium has that flexibility.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/189048042976501649/comments/default/661901913943297602'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/189048042976501649/comments/default/661901913943297602'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2009/10/moral-choice-beyond-good-and-evil.html?showComment=1257186287228#c661901913943297602' title=''/><author><name>Tesh</name><uri>http://www.blogger.com/profile/11760350503235227686</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.thatsaterribleidea.com/2009/10/moral-choice-beyond-good-and-evil.html' ref='tag:blogger.com,1999:blog-3352155589322140093.post-189048042976501649' source='http://www.blogger.com/feeds/3352155589322140093/posts/default/189048042976501649' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-354985040'/></entry><entry><id>tag:blogger.com,1999:blog-3352155589322140093.post-2023043278861865046</id><published>2009-11-01T14:15:33.900-05:00</published><updated>2009-11-01T14:15:33.900-05:00</updated><title type='text'>Excellent point pxib. I have been thinking more an...</title><content type='html'>Excellent point pxib. I have been thinking more and more lately that the MMO and single-player RPGs seem to be going along opposite paths lately. In the single player game, more and more emphasis is being placed on the character being able to &amp;quot;become&amp;quot; good or evil through his choices - the &amp;quot;choices and consequences&amp;quot; model that has been frequently discussed. &lt;br /&gt;&lt;br /&gt;Usually this seems to be done by having a protagonist start in the middle of the moral scale, and through his actions is moved toward one end or the other of the scale. When presented with obviously evil actions like killing and robbing, the player must choose to accept or reject them, and in some games is given further options, perhaps to turn the choice-giver in to the police. &lt;br /&gt;&lt;br /&gt;Compare that to the MMO model, where quests that order the protagonist to kill, rob, or maim are accepted without a thought, and all along the player can proclaim to be good, because the game tells them that they are. How different would it be if MMO players were presented with many quest options, and which they chose to accept or decline would define their path between good and evil?</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/189048042976501649/comments/default/2023043278861865046'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/189048042976501649/comments/default/2023043278861865046'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2009/10/moral-choice-beyond-good-and-evil.html?showComment=1257102933900#c2023043278861865046' title=''/><author><name>Anakh</name><uri>http://bosw.wordpress.com</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img1.blogblog.com/img/blank.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.thatsaterribleidea.com/2009/10/moral-choice-beyond-good-and-evil.html' ref='tag:blogger.com,1999:blog-3352155589322140093.post-189048042976501649' source='http://www.blogger.com/feeds/3352155589322140093/posts/default/189048042976501649' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-1340830321'/></entry><entry><id>tag:blogger.com,1999:blog-3352155589322140093.post-6693055422682207225</id><published>2009-11-01T12:31:17.720-05:00</published><updated>2009-11-01T12:31:17.720-05:00</updated><title type='text'>Interesting points.  This post inspired me to a fe...</title><content type='html'>Interesting points.  This post inspired me to a few related thoughts also.  http://tradeskill.blogspot.com/2009/11/good-bad-and-moral_01.html</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/189048042976501649/comments/default/6693055422682207225'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/189048042976501649/comments/default/6693055422682207225'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2009/10/moral-choice-beyond-good-and-evil.html?showComment=1257096677720#c6693055422682207225' title=''/><author><name>Domino</name><uri>http://www.blogger.com/profile/06741716047456882665</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://4.bp.blogspot.com/_r4IejFvr9y0/SjE5z1op0YI/AAAAAAAAAAs/sEoSpWCX9kw/S220/quill_avatar.jpg'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.thatsaterribleidea.com/2009/10/moral-choice-beyond-good-and-evil.html' ref='tag:blogger.com,1999:blog-3352155589322140093.post-189048042976501649' source='http://www.blogger.com/feeds/3352155589322140093/posts/default/189048042976501649' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-2004751114'/></entry><entry><id>tag:blogger.com,1999:blog-3352155589322140093.post-5669845341404328151</id><published>2009-11-01T11:16:50.587-05:00</published><updated>2009-11-01T11:16:50.587-05:00</updated><title type='text'>Of course subtle motives make characters and their...</title><content type='html'>Of course subtle motives make characters and their stories more interesting. The more thought that goes into the world design of interesting politics, the better. My point is that other than making the quest text worth reading, it does little to enhance gameplay.&lt;br /&gt;&lt;br /&gt;Until there are more ways to gain money and experience than wholesale slaughter, one can&amp;#39;t delve too deeply into motive. &amp;quot;Should I kill idealists or pragmatists?&amp;quot; walks all over another question: &amp;quot;Should I kill?&amp;quot; Most games have mute protagonists -- murderous sociopaths who divide the worlds into three types of people: those whose orders they obey without question, sub-humans they either kill or ignore, and merchants with whom they trade and train.&lt;br /&gt;&lt;br /&gt;Simple ideas of good and evil fit that framework well. The more complex motives become, the more the PC&amp;#39;s bloodthirsty madness will seem jarring.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/189048042976501649/comments/default/5669845341404328151'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/189048042976501649/comments/default/5669845341404328151'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2009/10/moral-choice-beyond-good-and-evil.html?showComment=1257092210587#c5669845341404328151' title=''/><author><name>pxib</name><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img1.blogblog.com/img/blank.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.thatsaterribleidea.com/2009/10/moral-choice-beyond-good-and-evil.html' ref='tag:blogger.com,1999:blog-3352155589322140093.post-189048042976501649' source='http://www.blogger.com/feeds/3352155589322140093/posts/default/189048042976501649' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-1265727275'/></entry><entry><id>tag:blogger.com,1999:blog-3352155589322140093.post-8132016042662739619</id><published>2009-11-01T09:52:17.349-05:00</published><updated>2009-11-01T09:52:17.349-05:00</updated><title type='text'>When I try to design areas or worlds for a paper a...</title><content type='html'>When I try to design areas or worlds for a paper and pencil roleplaying game, working along multiple axes of these choices helps to produce all kinds of options - I&amp;#39;ve often wondered why we rarely, if ever, see this in computer games. Certainly the hackeyed good v evil is easier, but it wouldn&amp;#39;t be that hard to expand the field of moral decisions even a little to make a game a lot more interesting. If you look at Star Wars for example, in the movies there is clearly a Authority vs Equality thing going on, but strongly overlaid by Good vs. Evil. Take out the GVE and what do you get? An empire that provides law and order but with dissident elements that want to run their own lives. Work from there to play up the Justice vs. Mercy dichotomy, and you have people working inside the empire to soften its policies and perhaps end the constant executions. What if the empire is primarily a theocracy with many priests focusing on theological matters? Easy tie in for Spiritual vs. Material - perhaps traders guild that are constantly pushing against the system to expand and grow. Just a few different choices add up to a much more interesting world than the base GVE.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/189048042976501649/comments/default/8132016042662739619'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/189048042976501649/comments/default/8132016042662739619'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2009/10/moral-choice-beyond-good-and-evil.html?showComment=1257087137349#c8132016042662739619' title=''/><author><name>Anakh</name><uri>http://bosw.wordpress.com</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img1.blogblog.com/img/blank.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.thatsaterribleidea.com/2009/10/moral-choice-beyond-good-and-evil.html' ref='tag:blogger.com,1999:blog-3352155589322140093.post-189048042976501649' source='http://www.blogger.com/feeds/3352155589322140093/posts/default/189048042976501649' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-1340830321'/></entry><entry><id>tag:blogger.com,1999:blog-3352155589322140093.post-3757550775500931823</id><published>2009-11-01T00:12:34.732-04:00</published><updated>2009-11-01T00:12:34.732-04:00</updated><title type='text'>This article was not only about MMOs. It was about...</title><content type='html'>This article was not only about MMOs. It was about games in general.&lt;br /&gt;&lt;br /&gt;You can definitely work material vs. spiritual into a game situation. One of the questions Confucius answers in the Analects involves whether we should value the living over our ancestors (read: spirits). Showing reverence for the dead and sacrificing to the spirits of those in the spirit realm played an important part in the folk religions of thousands of different societies. The question of material vs. spiritual can have wide-reaching effects on how a society behaves--just because the west doesn&amp;#39;t have to deal with this problem overtly (you can definitely make a case that it has some impact with regards to secularism vs religiosity in modern society) doesn&amp;#39;t mean it can&amp;#39;t play into the behavior of NPCs and PCs in a game.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/189048042976501649/comments/default/3757550775500931823'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/189048042976501649/comments/default/3757550775500931823'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2009/10/moral-choice-beyond-good-and-evil.html?showComment=1257048754732#c3757550775500931823' title=''/><author><name>evizaer</name><uri>http://www.blogger.com/profile/09836136474835816824</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://4.bp.blogspot.com/_-JcTgDESjmo/StDjZmTr8PI/AAAAAAAAAB8/csM8m-u1EvI/S220/Howard+Roarke.jpg'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.thatsaterribleidea.com/2009/10/moral-choice-beyond-good-and-evil.html' ref='tag:blogger.com,1999:blog-3352155589322140093.post-189048042976501649' source='http://www.blogger.com/feeds/3352155589322140093/posts/default/189048042976501649' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-1624094739'/></entry><entry><id>tag:blogger.com,1999:blog-3352155589322140093.post-1543965110518225293</id><published>2009-11-01T00:02:32.245-04:00</published><updated>2009-11-01T00:02:32.245-04:00</updated><title type='text'>It&amp;#39;s difficult to establish a moral framework ...</title><content type='html'>It&amp;#39;s difficult to establish a moral framework when the only well-implemented action players are allowed is mass murder. &amp;quot;To kill or not to kill,&amp;quot; isn&amp;#39;t a particularly deep question. Only a few games have dwelled on it, mostly in a meta-game sense. Each character in WoW has, by level 80, killed hundreds of &amp;quot;humanoids&amp;quot;. That&amp;#39;s how you get to level 80. No starting area doesn&amp;#39;t involve a little &amp;quot;demi-human&amp;quot; slaughter.&lt;br /&gt;&lt;br /&gt;Orcs and Humans are killing members of their own species by the time they&amp;#39;re level five.&lt;br /&gt;&lt;br /&gt;Having a &amp;quot;good&amp;quot; and an &amp;quot;evil&amp;quot; faction (and indeed the exaggerated way such choices are presented in games without factions) is indeed ridiculous... but it&amp;#39;s a lot of work to establish that a philosophical disagreement over &amp;quot;Material vs. Spiritual&amp;quot; is worth killing for.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/189048042976501649/comments/default/1543965110518225293'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/189048042976501649/comments/default/1543965110518225293'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2009/10/moral-choice-beyond-good-and-evil.html?showComment=1257048152245#c1543965110518225293' title=''/><author><name>pxib</name><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img1.blogblog.com/img/blank.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.thatsaterribleidea.com/2009/10/moral-choice-beyond-good-and-evil.html' ref='tag:blogger.com,1999:blog-3352155589322140093.post-189048042976501649' source='http://www.blogger.com/feeds/3352155589322140093/posts/default/189048042976501649' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-1265727275'/></entry><entry><id>tag:blogger.com,1999:blog-3352155589322140093.post-6158050869933170942</id><published>2009-10-31T21:43:06.900-04:00</published><updated>2009-10-31T21:43:06.900-04:00</updated><title type='text'>I completely agree that the good vs. evil thing is...</title><content type='html'>I completely agree that the good vs. evil thing is overrated.  It doesn&amp;#39;t even have to be applied to factions, either.  The concept of an evil group of NPCs is cliché as well.  I wrote a bit about &lt;a href="http://www.psychochild.org/?p=343" rel="nofollow"&gt;the nature of Evil in games&lt;/a&gt; a while ago on my own blog.  I think the ultimate goal is not just to apply the &amp;quot;evil&amp;quot; tag to a group, but to show that they&amp;#39;re evil.  As someone points out in the comments using WoW and the Defias Brotherhood as an example, making people go through a neighborhood of ransacked houses before encountering an enemy does more to show their nature in a game than giving them a black hat and a scar.&lt;br /&gt;&lt;br /&gt;I think you also hit upon a vital point in your last paragraph: &amp;quot;moral decisions&amp;quot;.  One problem is that you really don&amp;#39;t get to make such choices.  In WoW, with the Defias Brotherhood, I can only ever fight against them.  I can&amp;#39;t decide that they are right and Stormwind is corrupt to the core.  The only time, at least in WoW, where I can make a decision between a few opponents it&amp;#39;s either a &lt;a href="http://www.wowhead.com/?faction=932" rel="nofollow"&gt;minor&lt;/a&gt; (and by next expansion, forgotten) decision, or it&amp;#39;s a lop-sided choice where making the &amp;quot;wrong&amp;quot; decision just gives you a silly hat and &lt;a href="http://www.wowhead.com/?achievement=871" rel="nofollow"&gt;an insulting achievement&lt;/a&gt; and the need to re-grind the other faction if you want access to some of the major neutral cities.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/189048042976501649/comments/default/6158050869933170942'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/189048042976501649/comments/default/6158050869933170942'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2009/10/moral-choice-beyond-good-and-evil.html?showComment=1257039786900#c6158050869933170942' title=''/><author><name>Brian 'Psychochild' Green</name><uri>http://www.psychochild.org/</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img1.blogblog.com/img/blank.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.thatsaterribleidea.com/2009/10/moral-choice-beyond-good-and-evil.html' ref='tag:blogger.com,1999:blog-3352155589322140093.post-189048042976501649' source='http://www.blogger.com/feeds/3352155589322140093/posts/default/189048042976501649' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-199487127'/></entry></feed>
