10 Things Video Games Really Need To Stop Doing
5. Binary Morality System
Morality systems are exciting in roleplaying games because they let you choose how you want to engage with the NPCs around you and the narrative as a whole. While that’s all well and good, there’s a difference between creating a choice-based morality system that’s nuanced and one that’s incredibly binary. Usually it’s the latter. Take Knights of the Old Republic where you’re either the ultimate Light Side saviour and boy scout, giving all your money away to the poor and saving the universe, or you’re a murdery pure evil Sith Lord right up there with a cartoon villain.
A lot of games boil down to being everybody’s errand boy or killing anybody the game lets you kill and then they slap a ‘morality system’ label on it.
Sure, it’s still nice to have a choice, but if it’s like Mass Effect where you’re either sucking up to everybody or smashing that renegade action to punch NPCs in the face, it’s a little basic. These morality systems often mean it boils down to being way too nice to everyone or way too mean because games like KOTOR punish you for not devoting yourself fully to the light side or dark side lifestyle.