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This post is inspired by my retrospection of Dishonored (2012), an Arkane Studios action-adventure game that heavily relies on its morality system to engage the player with the story and the setting.
While I did enjoy it overall, the heavy-handed and limiting nature of morality made my playthrough less spontaneous and more tedious than I liked. If I want to play an upstanding citizen to get the best ending, my toolkit is greatly diminished. No opportunity for creative takedowns or exploiting the surroundings to my advantage. I find this kind of railroading dull and uninspired yet it's common enough that I've come to expect it from any game that touts a morality system. To an extent, I understand that sacrifice for the greater good is a heroic trope that most likely influences the decision to impose on a player's agency but an explanation doesn't make the mechanic any more fun to engage with.
I suppose an add-on to the title question is in order: is there a way to make the "good" path fun and rewarding to play while still maintaining heroic tropes or is this an archaic form of design that needs to die out?
While I did enjoy it overall, the heavy-handed and limiting nature of morality made my playthrough less spontaneous and more tedious than I liked. If I want to play an upstanding citizen to get the best ending, my toolkit is greatly diminished. No opportunity for creative takedowns or exploiting the surroundings to my advantage. I find this kind of railroading dull and uninspired yet it's common enough that I've come to expect it from any game that touts a morality system. To an extent, I understand that sacrifice for the greater good is a heroic trope that most likely influences the decision to impose on a player's agency but an explanation doesn't make the mechanic any more fun to engage with.
I suppose an add-on to the title question is in order: is there a way to make the "good" path fun and rewarding to play while still maintaining heroic tropes or is this an archaic form of design that needs to die out?
