Thread #3950173
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Traditionally you're always playing the hero in video games, saving the day, slaying the dragon and what not. Which is why it's refreshing for a video game to allow you to play as the villain. Steal and murder, buke megaton, join Caesar, betray everyone, intentionally tell Lily to bot take her meds so she gets the bonus Melee weapons perk, choose the meanest dialogue options, destroy every faction and loot their stuff, become the new ruler of Vegas, and wipe out the followers of the apocalypse to prevent another Caesar rising to challenge your reign.
Oh yeah, also kill all those savages in Honest Hearts, and betray Joshua Graham right before the final boss, just to steal his kill (and his loot). Don't want to have Caesar's former right hand man roaming around to challenge your regime, now do we?
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It generally leads to more interesting outcomes, yes. Sometimes it's just fun to watch the devs try to persuade you to do "the right thing" and you just carry on with an attitude like "oh no... too bad I don't care"
In another game, I'm currently I'm hoping to create a LOGH style arc, where I do immoral things purely to advance in ranks, so that once I have absolute control I can focus on redeeming myself by genuinely improving things.
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>>3950173
Only good way to let the player be evil without ruining the plot/writing x20 more completely separated content is to make "evil" choices to lead to "technically failure/thwarted in cutscene" outcome, but still give a reward in form of unique content/sequence breaks.
For example - you beat some bandits in a village and instead of accepting "thank you, yoing hero, here's your 3 copper coins" you decide to take bandits' place and loot and burn (or just join those bandits). As a result of this choice you (for example, when chasing the village elder, who has the money) end up being led into a trap in form of abandoned well - falling into it, not getting elder, but suddenly finding out, that this otherwise inaccessible well actually leads to some unique-inaccessible for good guys/accessible only 3 acts later hidden temple of evil cultists with all the loot/quest items/unique quests-factions you'd be able to act for - but unlike in good playthrough now good guys-NPCs would be stopping you, while you'd be the cause of troubles you'd be solving in a good playthrough.
Of course some changes are necessary (as some bossfights will lead to death/defeat of notable good guys rather thsn bad ones), but all in all most of your evil schemes will still be evil by intention and execution - but with less consequences to the world, while still with more consequences to you, the player, without resorting to letting you, the player, to just bring mindless violence thus locking yourself out of most quests.
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>>3950173
Being evil is bullshit because it usually locks you out of a massive chunk of the game, either by destroying NPCs or making yourself villified so they won't interact with you. So very shortly you wind up with an empty gameworld. It's like that fisherman cap meme:
>I alone walk on this barren Earth
So yeah, you should maybe do a playthrough like that once for shits n giggles, but it's not a good way to play, and a major downside of a lot of games that have morality or reputation systems.
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>>3953471
That's why you don't go full murder hobo. You do quests for the good guys either for the reward or do it the worst way possible for the worst outcome, ideally both. Being evil isn't about maintaining negative reputation with each faction, it's about building the most unstable bridges that you're tearing down at the end.
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>>3954906
This.
Do all quests and get all the unique weapons, then strategically kill those that won't hurt your rep. Stealth kill any you can, then when you're done with all ncr quests, kill the ambassador for his unique outfit (you're now vilified by ncr), kill house for Caesar with golf club for the challenge, join Caesar and kill the brotherhood of steel, then take the mission to kill Kimball with a silenced pistol for his outfit, and before turning in the quest to Caesar, spear his men with stealth headshots, cripple his head and finish him off with a knife for both challenges. Then go kill 10 named legionnaires with a Ranger sequoia for that challenge, and all the ncr with a machete for that challenge.
Also kill any npc that disappears from the game after you do their quests (Joanna, carlito, the Gomorrah hoes, etc). More loot, more xp, more fun.
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>be werewolf in Skyrim
>join a side on the Civil War questline
>enter korvunjun and transform
>kill everyone of your soldiers and feed
>new soldiers keep respawning
>keep killing and feeding on them
>max out your werewolf skill tree
>transform back and loot the corpses
Not that evil, but nice to max out the tree without multiple werewolf transformations
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>>3950173
RPGs don't offer enough cool rewards for being evil.
Evil is about selfishness. It's about I-got-mine and fuck everyone else.
If I'm going to betray my beliefs I expect a really cool sword and a really hot evil empire-assigned goth girlfriend in return.
Instead most of the time it's like "LOL you can punch a baby if you want!"
I don't want. What do I get out of punching a baby?
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>>3950173
Most games are not fundamentally designed with an evil playthrough in mind, despite ""efforts"". You're citing a rarer example of one in which such a thing actually functions to any significant degree.
>>3950393
Examples of games that do this? Are they complicated? These are good things to be in games.
>>3950910
That's all still a lot of work, though as a technique might save some specific kinds of plot elements. At the end of the day, if you're going to have the possibility of being evil, you need to design for it, whether that means the tried-and-true BioWare approach involving separation of acts and environments, or merely deliberately adding it as a viable playstyle.
>>3956116
Absolutely correct. They neither punish righteousness, lest we not have our perfect (neo-liberal) moral crusader power fantasy. I'll just spill my sauce here because I know I've posted it before and put it in writings and talked about it a bunch and in the event someone does see this and is making games, chances are they will dismiss my advice or not have the storytelling/philosophical chops to successfully pull it off, BUT--doing "the right thing" is only noteworthy in life when it comes with either a high risk of or inevitable sacrifice, and being "the good guy" should indeed be a heroic struggle, or at the very, very least, a *significantly* amplified challenge. Evil should be the same--the evilest, most powerful sword should have an altar cost the still-beating heart of the pretty virgin companion that refuses to give up on redeeming your necrotic heart.
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Just putting this out there:
>played fable
>sacrificed a follower to get skorm's bow
>killed sister for the sword of aeons
>killed the guild master to stop hearing him tell me my health is low
>killed the annoying brown girl cuz racism
>killed her bro for double racism points (also he betrayed me or something, idk)
>exploits guile and buying and selling to the same merchant to turn 100 gold into 1 billion gold
>finds out Lady Grey's secret but decides to burn the evidence and marry her because boobs
>beats the guy who told to get a stupid mustache mercilessly for 2 irl hours just to pop some potions at over 100 combat multiplier and become max level in everything
>decides to donate a lot of gold to temple of avo to restore my maxed out character to 18 years old, and become a morally good character, "redeemed", and earning the title of paladin
>3 years after tlc expansion, I keep the mask of jack of blades cause it looks cool (also immortality or something, idk bonus ig)
>sacrifice another follower to storm to be 18 years old again, and get necromancer title, morally now more evil than ever before
>have sex with Lady Grey 69 times
>win game
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Play pillars of eternity 1 as bleak walker paladin. Max out cruel aggressive and stoic deamenors, with secondary demeonors being honest, rational. A lot of fights can be skippedover because people are either to cross me, thinks I'm fucking crazy or scared due to me being bleak walker. Feels good man
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>>3958477
>donate a lot of gold to temple of avo to restore my maxed out character to 18 years old
...huh??? this is a thing?
>exploits guile and buying and selling to the same merchant to turn 100 gold into 1 billion gold
pretty sure you don't need even a single point in guile to be able to do this
>killed sister for the sword of aeons
or you could just not do it and get a reskinned version instead ;^^))))
>killed her bro
i prefer to kill his sister, steal his gf and let him live in misery
>killed the guild master to stop hearing him tell me my health is low
you can literally turn it off in the settings lmao
>beats the guy who told to get a stupid mustache mercilessly for 2 irl hours just to pop some potions at over 100 combat multiplier and become max level in everything
doesn't he interrupt you with a cutscene after every punch? the bow exploit seems way less effort
also
>played
>decides
>sacrifice
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>nukes megaton after, completing every quest, killing everyone there and looting everything, and I mean EVERYTHING, then killing Moira for shits and giggles.
>Also killed jericho cause he charging 1000 caps. Nah. Got a better deal getting that old sex slave from paradise falls
>sold every Lincoln item to the slaver for more caps, but kept his hat and repeater, to desecrate the memory
>returned to vault 101 and after finishing the quest to get the unique armor, killed everyone there (even lured the overseer out the vault entrance for the quest to trigger as completed before I killed him). Now the vault is a literal mausoleum
>killed everyone in the Underworld just cause
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>>3960096
>enters vault 101 after hearing the distress signal
>(Anakin's betrayal playing)
>Amata be like "lone wanderer, there's too many of them, what are we going to do?"
>*ignites my shishkebab*
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>>3950173
You are currently at Post 2
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>>3965591
#3 is lame for video games, but great for life. Evil almost always rewards you with more rewards, either through money, exp from killing people after doing the quest, or forcing the quest giver to give extra items.
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>>3950919
Fags need to shill their gay evil route anon. Try to understand they are problematic.
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>>3956116
>RPGs don't offer enough cool rewards for being evil.
In general RPG rarely provide reason to be evil as many of them have "save the world/place" as plot. So even if I am evil, I still want world to exist so I can have fun in it., and saving world is LG thing so you end as LG, going from selfish motive of saving the world to keep your playground intact.