What are various ways to "do evil/bad" or "do good" in a game?

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13 comments, last by Memetic1 11 years, 4 months ago
In order for this to work, evil must be easier than doing good. The reason people steal is for personal gain, while the reason people give money to charity is to do good for the world despite personal loss. You aren't a good person if all the good you do isn't out of the goodness of your heart.
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I'm (slowly) working on a game that hinges on the idea of "doing good" and "doing bad" (where "bad" is something that's detrimental or harmful to others (NPCs, the environment, anything), and "good" is the opposite of that... whatever that is). However, I'm struggling with how to represent "doing good" and "doing bad" in a game in such a way that it allows for fun game mechanics while still getting the point across of good/bad.
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I haven't really settled on specific game mechanics (i.e. is it a puzzler, or platformer, etc) because I'm unsure of how to represent doing good and doing bad, and I want the game mechanics to nicely blend with doing good and doing bad, so I'm taking a step back and thinking of various ways to do good and bad.

I think you have already answered yourself: if you define evil behaviour as being harmful to characters and to the environment, you can tell how evil the player has been by measuring the well-being of any entity you care about. Obviously, the player has to be aware of how he's doing; only attributes and events on which the game offers feedback are a fair measure of good and evil behaviour.
Examples:

  • In a SimCity-like game, measure various types of pollution and citizen unhappiness. An unlucky or unskilled well-meaning player might get bad grades, but it should be an exception; there should be serious temptations to neglect people and accumulate money, or to be lazy.
  • In a strategic or campaign-oriented wargame, war is nasty in any case, but some unnecessary bad things are a good indicator of a careless and callous play style: low troop morale, excessive casualties, civilian victims, damage to infrastructures, loss of crops, and other types of collateral damage that apply to your setting.
  • In a driving simulation, evaluate property damage (e.g. accidents with other competitors and with random vehicles or trampled obstacles) and in some cases driving offences, endangered spectators, etc.

Omae Wa Mou Shindeiru

woh, back up for a second. The main problem with your brain going "what?" with good/bad is because that is not what your aiming for. Many players mistake the actions within a game as predetermined good/bad mechanics when in fact it has nothing to do with that.
First off, lets pretend your world is grey. That is, there is no good or bad at all.
A cat lay on the ground, hurt. You walk past it.
That was wrong, your world got a little darker.
Instead you decide to carry the cat home, and fix him up.
That was right, your world just got a little lighter.

I'm using colors here to explain it in simplistic terms, most game mechanics related to this are designed around wrong/right actions a player chooses. When you attempt to imagine things that are right or wrong, it becomes a lot easier.
And no, it is not the same as "good/evil" as many of you will think. Wrong/right is working off your moral compass, which is basically what you've been told is wrong/right when growing up. Good/evil is more of a generic term that explains the "world's" moral compass as such, not yours. One person can think something wrong, while another person can think that same thing right. Yet both will agree its evil.

So glance back to your previous thoughts, and think in the terms of right/wrong instead of good/evil.

If, at any point, what I post is hard to understand, tell me. I am bad at projecting my thoughts into real words, so I appreciate the knowledge that I need to edit my post.

I am not a professional writer, nor a professional game designer. Please, understand that everything you read is simply an opinion of mind and should not, at any point in time, be taken as a credible answer unless validated by others.

Keep in mind that doing good doesn't necessarily make you popular, while doing evil doesn't necessarily make you hated.
Well I just read the intro to you'r community, and I know I'm violating the rules on not posting in the first hour. However I just really feel strongly on this issue. I think in way too many games evil is depicted in a rather boring manner. The game that most readily comes to mind is the fable series. I personaly prefer a little bit of moral ambiguity in my games. The best example I can think of so far, and it's an old one so hold on to you'r hats is the star wars game knights of the old republic.

One game mechanic that I have seen recently work even if it is simplistic is turning down quest rewards in exchange for a better reputation.

I think my basic advice here is make sure that either decision is philisophically compelling. Heres some good examples to get you thinking of similar situations you could put the players in
http://listverse.com/2007/10/21/top-10-moral-dilemmas/

If you want to read deeper on morality here is a paper from harvard
http://www.wjh.harvard.edu/~jgreene/GreeneWJH/Cushman-Greene-Finding-Faults-SN12.pdf

Anyway I hope I have helped you a little here and not just shown myself to be a complete ignoramous. Also please forgive my spelling as it has never been my strong suit, and I am running under a time constraint right now.

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