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Destiny

Discuss all things Destiny.
originally posted in:Guardian Radio Alliance
Edited by SDF River: 9/25/2013 2:56:07 PM
27

"Not All Guardians Are Good"

Paragon in the Streets

34

Paragade/Renegon (I Like Both)

27

Renagade in the Sheets

25

Bungie Morality System (Never Seen Before)

208

No Morality System (Bungie is not BioWare)

107

[quote][b]Morality[/b]: - [i]the differentiation of intentions, decisions, and actions between those that are "good" (or right) and those that are "bad" (or wrong)[/i] - [i]beliefs about what is right behavior and what is wrong behavior[/i][/quote] [b]Morality[/b] is something that plays a big part of who we are as human beings. Destiny is supposed to be what you make of it based on the choices you make. Just as with all humans, "Not all Guardians are good." With that in mind, will Destiny have some sort of Morality system in place to supplement the way you play? I'm not suggesting the dialogue heavy choices that you see in BioWare games, but perhaps a BioWare Light version. Destiny is an action game after all, and I'm sure Bungie wouldn't want something to bog down all of the action. Perhaps this Morality choice will be something as simple as assisting Human Sympathizers from the various Alien races, or betraying an evil NPC only to take his goods for your own personal gain. These little nuances may also affect the way your character looks or how NPCs react to your presence. In all fiction, Humans are the most versatile as far as ability and intellect, which is why they are so dangerous. What do you think? [i]Inspired by Episode 26 Guardian Radio[/i] 32:03 "Yeah, but [b]not all Guardians are Good."[/b] - [i]Patrick Watts[/i] -[i][url=https://www.bungie.net/en/Groups/Admin?groupId=41152]Sit Down Fool[/url][/i] [i]Also featured in Episode 30 Guardian Radio[/i] <3

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  • Morality systems never work right. Look at Fable, you get good points for killing bandits. You could spend hours, slaughtering every innocent person in some town, racking up evil point after evil point. Then when you step outside and kill a bandit, which you need to do to survive, you are awarded good points. You weren't killing him because he was a bandit, you were killing him because he would attack you, and you like killing things. Morality is such a complex issue. Intent and method come into play, and it cannot be properly represented in a one dimensional meter of good/evil. Much better would be a reputation system. Although this still bases things only on actions, it allows each action to be judged as good and bad by different groups at the same time. Looking back at the Fable example: imagine if each time you killed a bandit, your reputation with bandits dropped, but your reputation with townspeople grew. It's one action, but each group views that action differently. Fallout attempted to do this to an extent, but I feel it could have been better executed. This is how I hope the factions in Destiny will work. I don't want factions to be a direct player choice. I want each faction to have a set of values, and as you complete missions and perform other in-game actions, your reputation with these factions changes. Some, if not all, of these values should be mutually exclusive, so that you cannot appease all factions at the same time. Only after you've gained a high enough reputation with a particular faction are you invited to join. That way, your faction membership actually means something about how you play the game.

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