Contributing writer for The Artifice.
Junior Contributor I
games Write this topicThe effectiveness of "Morality Points" in video gamesGames have been keeping track of player morality in games more and more frequently. Fallout's karma system and Mass Effect's "Paragon/Renegade" system are two well-known examples. However there are many games, such as those in the Elder Scrolls series, where player morality is not tracked. What are the benefits of tracking player morality in games, and what are the drawbacks? Are players guided to do good or bad things because they want to achieve a moral standing, or because they have a planned personality for their player?
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Video Game Violence and Narrative Dissonance | |
I remember watching paulsoaresjr’s video, “How To Survive Your First Night in Minecraft” video; I was immediately entranced by the game. I absolutely had to have it. Once I had it, I spent hundreds of hours building. To this day, I could still spend the better part of a day mining out a cavern or building a monolith. | How is Minecraft captivating millions? |
I think the Dark Souls franchise speaks to the idea that gamers have not grown tired of the old-school game design standard of difficulty curve. The game is extremely hard from the outset, and continuously punishes the player. Think Contra in 3D, with a sword instead of a gun. | Dark Souls: What Makes Gamers Endure the Pain? |
I always thought about this when playing the Fallout series. In one of my playthroughs, I had killed thousands of humans, but I was still the “Messiah of the Wastes”. It has always been one of Fallout’s flaws for me; there is no incentive to avoid combat when you earn so much experience from it.