this post was submitted on 11 Jul 2024
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[–] merc@sh.itjust.works 26 points 4 months ago (3 children)

Making it worse is that many games don't punish you for things we'd consider pretty "evil". Like, you can walk into people's houses and search their cupboards and other containers for useful things, and it's mostly not considered stealing. So, as long as you choose the nice dialogue option when talking to them you stay good.

A real good vs. evil choice would be one where resources are always tight, and you constantly meet people who need your help along the way. Helping them stretches your resources even more. Or, have people who are able to help you, but you have to stretch the truth about who you are or about your goals to get their support.

[–] setsneedtofeed@lemmy.world 16 points 4 months ago

My experience in the STALKER games is like this, even though the game has no built in meter for these actions. Sometimes I will see a group that I naturally feel friendly to in a fight. I can join and help, I can actively hinder them (often a "stupid evil" choice if they are against strong enemies who will either fight me or block me from looting), or I can sit back and do nothing.

Doing nothing can be interesting since it can net me decent loot for simply waiting. Makes me feel like Mad Max in the beginning of Road Warrior where he watches the raiders fight but is disinterested in helping.

[–] DogWater@lemmy.world 9 points 4 months ago

This war of mine might be something you wanna check out

[–] RampantParanoia2365@lemmy.world 3 points 4 months ago

Witcher 3: Tell peasant he can keep his 20 crowns for his daughter. Proceed to loot all his precious gem stones and ore right in front of him and his sick daughter.