The question:
How can a thematic game implement a good/evil track in a satisfying way, while avoiding the push toward metagaming where players make choices based on statistical (rather than roleplaying) considerations?
Further discussion:
Star Wars: The Old Republic is an MMO game that makes use of a Light Side/Dark Side meter with the intent of adding a roleplaying element to the game...
The player is confronted with choices woven into the storyline, and based on those choices, their character will move progressively toward the Light Side or Dark Side of the force. This Light/Dark status allows the player to gain certain bonuses, like equipment only available to one side or the other.
The problem is that the player feels compelled to always make the choice that will progress him/her further toward one side of the track, because languishing in the middle yields nothing. Clearly this undermines the viability of a player making choices based upon their vision for the character, and it interrupts thematic immersion as the player considers the statistical ramifications of their actions.
I have not played in a while, but I heard that the developers introduced "Neutral" gear. However, once the player makes a choice to go Light, Neutral, or Dark, they still must attempt to maintain that status in order to prevent their acquired gear from being rendered useless.
In any case, it seems that metagaming wins the day...
How can a designer implement a morality/reputation system like this that is relevant (offering some mechanical reward/effect for the choices made) but avoids this troublesome pitfall?
Thanks for checking in!
B. Brian Blackwell
Hey R.A.Mouse, thanks for giving this topic so much thought!
Now, if we enact these benefits/penalties in the way you suggest, how do we dissuade players from feeling like they MUST make choices to further them down a given path in every case, as opposed to doing what they feel their character would do in a given situation?
In other words, these bonuses would likely get progressively more substantial as you progress up the track (+1 at level 1, +2 at level 2, or some such...), and to make a decision against the direction you're going would set you back. If you're at level 2, getting +2 to attack, the next time you are presented with a choice you will be thinking "If I help the pilgrim, I will go down to a +1 bonus, but if I kill him I will go up to a +3 bonus" and so you will be compelled to kill him, regardless of story elements, or your vision for your character in this type of situation.
Players are driven to extremes -- to be a seething evil beast, or an angelic protector of the helpless -- and are not truly free to make decisions on a case-by-case basis. They are being penalized for immersing thematically, and are subservient to the game mechanism. These decisions become "mock choices" because there is only one choice that really makes sense.
Now even if we have hidden effects, and the players had no idea what the real consequences were, they would still be robbed of choice because if you are blind to the consequences, all choices become equal.
If they know the consequences they are compelled to metagame; if they don't know, they are robbed of true choice. A combination just gives us a little of both problems...
So how can we circumvent these issues and create meaningful, thematically authentic choices within this light/dark framework? Or is it simply not a viable game mechanism under any circumstances?