Mildred's Blog

More Shades Of Grey

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More On why we play games and what kind of skills we need in the games verses life.
RPG’s are my chosen game Genre for many reasons, but most of all because I can don the persona of whoever it is I am playing and play the game as if I was him. (her)
The thing is - the options given are usually black or white, good or evil, and no middle ground. You can pretty much add up your options and make quite an easy decision which direction to go in, even if the consequence of the decision is ground breaking.
In games, or most of them, there are no grey areas.
The Rampant Coyote saysMore On why we play games and what kind of skills we need in the games verses life.
RPG’s are my chosen game Genre for many reasons, but most of all because I can don the pesona of whoever it is I am playing and play the game as if I was him. (her)
The thing is - the options given are usually black or white, good or evil, and no middle ground. You can pretty much add up your options and make quite an easy decisioun which direction to go in, even if the consequence of the desision is ground breaking.
In games, or most of them, there are no grey areas.
The Rampant Coyote says

  • I would like to see more ethical decisions that go beyond just being “good” or “evil.” Really tough decisions that don’t need to be earth-shattering. Game designers who are stumped as to how to do this should really get out to a city council meeting or something for research.
  • I want consequences for said decisions that are believable, provoke thought, and actually have an effect on the game, and are not delayed until the ending sequence.
  • I would love variation and shading on endings that include direct and indirect consequences of the players’ actions. Fallout players know what I’m talking about. So do you folks who have played through Cute Knight a few times and seen some of the variations on the gajillion or so endings.

The world is full of tough decisions. Videogames offer a chance to explore some of these ideas in a “safer” environment, and to give us some powerful stories that we can have a personal stake in. While many (most?) games are not about this and shouldn’t be about this, too many games could really benefit by going beyond the trivial “nice” versus “mean” options we’re usually presented. I want fuzzier shades of gray. I want consequences that go beyond “good” and “bad.”

I completely agree. Black and white, good and evil are so rare in real life and can get to be a bit boring in games.

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