(wow this spiraled out to become a “wall” pretty fast )
well, since i’m a pessimistic cynical misanthrope, i don’t exactly share that “world view”
as for gaming tho i have mixed experiences, tho i do think most the people (“personal”) played with also leaned toward the “lightside” of morality encounters
as for me i tend to prefer them too, because often it seem like it’s more fun, “better”, or potentially more demanding to be the “nice guy” or do no kill runs etc. (i always do a separate “bad” playthrough too tho in SP)
and idono, there is just something appealing about being “a hero” to me. I might not be able to save our world from nuclear destruction, but dang it, i sure as heck can go fetch “generic NPC nr. 8” her 5apples!
also, gotta remember, even if they “might” have made a bad career choice, the “bad guys” are just people too, doing their jobs, and maybe have families too,
-i think it’s nice if i make sure to not brutally stab them in the spine and explode them in a mist of red “poof”; so they make it home to dinner
as for the other stuff “games impacting RL decision/behavior”, i feel like that horse has been beaten so much it’s been been reanimated+killed again and been through a complete cell disintegration down to the the Quark level, that we’d have to build an entire new universe and it’s own dimension for it to even exist anymore
-gaming “fandom” (along with just “fandoms” in general) however, do seem to have gravitated to become more and more toxic over the years. But so does anything involving the interwebs and people not getting “parented”/consequences in a way that makes them able to maintain half decent manners when interacting with others.
it would be curious to see what stats devs might/could have/put on those morality choices, -one could infer from say steam achivements how big a % group might have a no kill run in X game.
But i recall stuff like TWD/telltale taking notes of choices in the end, could be curious to see if devs did that with other games/“morality choice/consequences” that don’t get straight tied to achievements,
just so we’d be able to see if the total sum of “good guys” is actually just scarily low, or so commonly high it’s almost boring
as for “strangers” interacting in stuff like mp, idono, i think that leads back to the (perceived)“increase in negativ behavior online” for me. Mentioned a couple of times i don’t do mp games “much”/more these days. Because it gradually felt like getting a pleasant encounter online among “strangers”/competitors just became more of a hassle, annoying, toxic, to where i couldn’t enjoy it. Never decide to take actual note of “how many” it was, just that their “bad” behavior, be it cheating, griefing, “chat”, “sportsmanship” etc etc just got to a lvl where i cba to bother diving in and roll the dice whether this time it would be endurable or a total shtfest.
(PS truly fun when someone that has spend 10.000€ on in game items decides to stalk/“gank” fresh created characters, for ages, tho they obviously can do nothing, nor give points to kill -never understood that mentality)
but i don’t think that’s “because of the game”, but just “their” already existing mindset/personality, even if some mp games/interactions could “invite” more/less to such
Tho most SP/“choice” games also pretty much seem to sorta “hold your hand” or hit your over the head with a frying pan that “duh, this is obviously the proper choice”, which i find a tad bit condescending. All “morality” don’t really have to be either straight up “good vs evil”,
the one in fallout where you can help survivors in a in vault or choose some farmers/feed people instead was partially neat that way letting you decide which was “right”
ofc, it’s also important your decision has tangible consequences sometimes, like having to choose between a crew member’s death in mass effect ? or something bigger would be nice
one thing is trying to “play on the feels”, or have some minor/modest outcome that cheekishly/straight up “incentivize” you to do a thing perhaps more than the other
another would be to engage your stance too, like… what was that game where you sorta had to become almost just like the bad guy to save your people/kingdom anyway? -because “teh bad guy” actually had a point.
Stuff like bioshock for instance never really felt like a “decision” or “moral” choice to me, sure you might not know how much Adam you’d end up with in the end(or if any) when you decide to save the sisters, -but to me i only ever took the bad ending to see/try it, and have always just taken the “save them” path all the other times. Since there is just no real downside to doing it, you get what, like a tiny fraction less Adam in the end out of it, still more than enough for your entire arsenal you’d want or need
the further off into the game your consequences could/would be the better, since it then takes a while for you to even know/realize, and then maybe even harder to weigh which benefits better (as long as the outcome was substantially diff ofc).
I enjoyed KOTOR where your choices gradually led up to “either decision” in the end, but it was a slow build up, and felt unsurprising in the end to have X option, even if still able to choose (as i recall). Having it forced on you via X “secret” potential cutoffs could have been interesting, -tho the slow progress of dealing with HK47 along the way was neat.
and on the other half could maybe be Undertale, where your consequence (as i understand it -haven’t played it) carries over to the next playthrough, and actually “hard” saves to where you need to wipe it from your system to be able to get rid of that stain, -even if maybe the payoff that carries over could be considered minor?
I suppose it can be hard+consuming to develop games with “true”/“deep” moral or meaningful decision systems, but even i as a “grump” do think that tho “humanity IRL” might be “worthy of disdain” , that people like to experiment with making the “right choices” in games, even if not all the time , -and highly appreciate devs taking the time to implement such systems/features for us if/when they can
PS. miss you companion cube