» Fri Sep 17, 2010 8:28 pm
I'd love to see something like "karma" in a game, but game technology would have to be far beyond what it is now before it would really live up to what I'd want. "Karma," like "good" and "evil," is an immensely complex and subtle thing. One basic example - you have an opportunity to save the life of a man. If you don't act, he WILL die. If you do act, he WILL live. However, the action you must take to save his life will lead to the death of another person. What do you do? No matter what you do, somebody's going to die, and at least to the degree that you could prevent it by acting, you will be responsible for it. But any action you take will result in the same basic outcome - somebody's going to die.
In order for a game to accurately represent "karma," it would have to be able to differentiate between those two courses of action and weigh them properly. Do you get rewarded for saving a life or punished for being responsible for a death? Or both? I don't see any way that a game can make such a distinction. Heck - the point of the example is that it's not even really possible for a person to make such a distinction, or at least not in any universally true sense. So any attempt anyone might make to insert "karma" into a game is going to inevitably come up short - it's going to have to be simplified, and as soon as it is, you run into problems. The world has to be cast in black and white instead of shades of gray, in order to make it so that the game can "keep score," and that limits believeablity and complexity.
About the best they can do in a game is fame and infamy, which don't try to apply an objective measure to a fundamentally subjective thing, but instead just apply a subjective measure to it. The game doesn't decide if you're good or evil - it simply decides that this NPC believes that you're good or evil. And that's not only easier to do, but works better in the game anyway, since that can be easily used to affect the NPC's disposition to you, which is the important thing anyway.
The only real changes I'd like to see from the Oblivion system are to make the scale relative - infamy with an upright citizen should be the same as fame with a thief, for instance - and to make the numbers dependent not upon your actions, but upon the NPC's awareness of your actions. Those who have reason to suspect that you're a thief should react to that, while those who have no reason to suspect it should not.