======Moral Dilemma====== =====Description===== Moral Dilemmas present themselves in games whenever they intend to reward the player for being evil, and punish the player for being good. Almost exclusively seen in games with a morality system in place, moral dilemmas will typically demand sacrifice from the player for some greater good, giving the player a [[patterns:choice|choice]] to be selfish. Sometimes, these choices also have [[patterns:delayed_result|long term effects]]. =====Variables and Affordances===== * Immediate Punishment for making good choice/reward for making evil choice * Amount of morality points shifted by choice (typically directly tied into the punishment or reward, the greater the stakes, the more of your morality is at stake) * Effect on game world =====Examples===== * [[games:fable2|Fable 2]], when facing the shadow council for the hero of skill, the player finds that they demand the soul of whoever holds a talisman. The player can be evil and force someone else to wear the talisman, killing them but saving themselves, or the player can bear the burden to save a stranger, causing significant aging to the player. * [[games:fallout3|Fallout 3]] blowing up Megaton in Fallout 3 gets the player a penthouse suite, but the player then misses out on many quest opportunities in the town. However, refusing to destroy the town gets a hit put out on the player's head, and mercenaries will follow the player throughout the rest of the game, occasionally ambushing the player. ====In Worked Examples==== * [[patterns:wounded_in_the_forest|Wounded In The Forest]] * [[patterns:jowan_s_intentions|Jowan's Intentions]] * [[examples:desertgate|Desertgate]] =====Related Patterns===== * [[patterns:choice|Choice]] * [[patterns:evolving_level|Evolving Environment]] {{tag>quest:structure games:fallout3 games:fable2}}

patterns/moral_dilemma_quest.txt ยท Last modified: 2011/07/09 07:12 by Gillian Smith
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