Binary morality systems in games

Many games that allow for players to make important morale decisions, especially role playing games, usually have a choice between a morally good option and a morally bad one. Games such as Star Wars: Knights of the Old Republic. 2003. LucasArts. otherwise known as KOTOR employs a binary morality system which influences the decisions a player can make in that game. The player can either make choices that are morally good and be on the light side, or make choices that are morally bad which would put them on the dark side. However, due to the game’s mechanics, the player is heavily encouraged to pick one side over the other for the majority of the game’s run time, as they receive immense gameplay bonuses if they stick with one side over the other without dipping too much into the other side. This aspect of the game removes some of the player’s agency as they are encouraged to make choices based on their current alignment, rather than what they truly want to do in any given scenario.

Now my game does not have any lightsaber combat or a fleshed out morality system like KOTOR does, however it does allow the player to make certain moral decisions. While I am not at the stage where I am implementing those major moral decisions into the game, I will try to keep examples like KOTOR in mind when writing them. In the plan I have outlined some paths which lead into different story paths which should allow for the player to not be forced into a certain “alignment” like KOTOR does. There also is not a binary good or evil option in my game, so players should not be pressured into making a certain decision just because they think it is the “right” one. Decisions will be framed in a way that makes each one the “correct” one in its own way, which should allow for more player agency as they should feel as though the choices they make are right for their character.


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Comments

2 responses to “Binary morality systems in games”

  1. esther.fung Avatar
    esther.fung

    What a great example! I think in the case of KOTOR, it makes sense to limit some of the choices the player can make based on their alignment, just because of the Star Wars lore and how the light and dark sides play a part in the story. Binary morality can often be limiting, but in some cases it can help the player make quicker and easier decisions. Either way, morality is a pretty tricky concept to work with, because what may seem right to one player could seem totally wrong to another. I am excited to see how you will incorporate this type of moral decision making system into your game. Good luck!

  2. Tommy Avatar
    Tommy

    This is really interesting! I think a lot of games frame certain things as “good” vs “bad” and don’t leave a lot of room for moral ambiguity. I think even if the options are presented that way, there could be ambiguous endings if the players kept mixing up their answers to what they further perceived as the right ones for that context. That gives you three ends of “good, ” “bad,” and “grey”. Which in my opinion, is a step above just two.

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