» Fri Feb 18, 2011 9:06 pm
I have to say, I would like to see more complex moral dilemmas in the game. Because it seems to me that many RPGs fail to do this. Usually, if you're given a choice at all, it's a choice between either a good solution, or an evil solution, and if you're lucky, you might gert a "neutral" solution (Whatever that means, aside from not getting involved at all, when you've simplied conflicts to the pioint where there's just two sides, absolute good and pure evil, is not clear.) Thus, your choices really come down to a question of whether you want to make a good character, or an evil one. Aside from the writing behind the choices themselves, I think having a good/evil meter can contribute to this effect as well. As when the game rewards one choice with good points and another with evil points, it doesn't leave much room to debate which is the right choice. Even if the writers successfully craft a situation where the right or wrong answer isn't immediately obvious, and you might, after some debate, conclude that a specific option is the right choice, the game could still decide it's the wrong choice, you'll still be evil for doing it, thus, the game essentially tries to impose its own morals upon you. And while if you write your story with the intention of delivering a particular message, you want to make sure people get it (But you don't want to preach it too strongly, as people might end up getting annoyed and ignore it instead.) I don't play RPGs to be educated on right and wrong. I'd rather have choices that will require me to weigh each of my options, and make what seems like the best decision at the time. The right choice shouldn't always be obvious, and yes, I wouldn't mind if sometimes, when I make what seems like the right choice at the time, later revelations will reveal that the choice I made was not the best one. From a role-playing standpoint, your choices would feel more meaningful if there was some debates behind them, instead of just being obvious choices between the good option and the evil path. I want to face situations where all options seem to have their merits, or none of the options are really purely good and I can only choose the lesser evil.
But of course, all that said, before there can be dilemmas, there must first be choices. Which is something I've found lacking in the Elder Scrolls series, or at least Morrowind and Oblivion. Sure, you did occassionally have choices, such as the early quest in Seyda-Neen where you had to investigate the murder of a tax collector, sure, you could chooe to take the murderer's side. But this was a pretty straightforward quest that had little impact on the rest of the game, and the same could be said for most of the other choices, you never really got much choice in things that really mattered. The only major decision you could make that would have great concequences seemed to be the cases where one faction would conflict with another, like the great houses, which was a good idea, but not really enough. We need to have more choices, especially in the important questlines, with noticable concequences. Of course, the right answer should not always be obvious.
I don't necessarily think multiple endings would be a good idea, though, as that causes problems with sequels, and the last time Bethesda dealt with that, they relied on screwing around with time, which would just get silly if they had to do it with every game. Other than that the easiest solution would be to just consider one of the endings canon and say the others did not happen. But that would cause its own problems as there will probably be fans who complain that they should have made a different ending canon, ultimately, the easiest solution is to just remove the choice of multiple endings. But that doesn't mean the main ques can't have multiple paths. You could have many choices along the way which would change the way the main quest as a whole played out, they would just all lead to the same end. For the sake of an example, the player could have a single ultimate goal, say, defeating a specific faction that is somehow a threat, but you need support to achieve this, and in order to gain it, you could approach one of at least two conflicting factions, and ask them for help, before they're willing to do so, though, they would ask for your help, thus you would have to work for them, possibly eventually defeating the other faction, and depending on which of these groups you chose, the main quest could play out quite differently, but at the end, you'd still have to defeat the same enemy. Thus you don't have to worry about questions like say... how Morrowind would have ended if you had chosen to join Dagoth Ur instead of kill him. And depending on how the factions you could join for the main quest are written, the choice of which to support might become a moral dilemma as each faction could act according to its own goals, and players would need to consider their options and decide which seems like the best choice themselves, or which their character sees as the best choice, as the case may be.