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Balls Out 3 wrote:From what I've heard, the game is going to be morally ambiguous, so there's not really going to be this good guy, bad guy stuff. Some of the NPCs you may be able to recruit sound like they have a strong antihero vibe about them. I recall Fargo giving an example of a character who would be valuable to have in the group, but he steals from you. Stuff like that.
Fuzi0n wrote:Balls Out 3 wrote:From what I've heard, the game is going to be morally ambiguous, so there's not really going to be this good guy, bad guy stuff. Some of the NPCs you may be able to recruit sound like they have a strong antihero vibe about them. I recall Fargo giving an example of a character who would be valuable to have in the group, but he steals from you. Stuff like that.
Yes, but this has nothing to do with the thread's topic. I think he is talking about letting your rangers be either good or evil depending on the choices that you make in the game.
Balls Out 3 wrote:Yes, and that's what I'm getting at. I was making the point that your rangers won't necessarily be good or evil, considering the morally grey setting of Wasteland. I also gave an example of a recruitable NPC who isn't good nor evil. AgentTate brought up the example of the hobo dog stand from WL1. Sure, you could interpret killing a man who was selling hotdogs made out of hobos as being good, but in the end, you're still blowing someone up with a howitzer. That's not really something a hero would do.
snake_vargas wrote:men who try to survive.
snake_vargas wrote:.... it's a wasteland out there.
Balls Out 3 wrote:Also take note that snake_vargas says:snake_vargas wrote:men who try to survive.
When it comes to survival, all bets are off. Sure, you could try and stick to some principles, but in the end, the wasteland doesn't give a shit. It's still going to try and kill you regardless. In a survival situation, it's about how far you're willing to go to survive, "good" and "evil" be damned...and you just may find yourself doing things you never thought you would. I'm reminded of real life people who have been stranded at sea. Once you run out of provisions, do you resort to cannibalism to survive? Do you eat a dead crew member so you may live? Some people have. Whether or not what they did deserves punishment is a hotly debated topic. Was it "good", or "evil"? In the end, they did what they had to in order to survive. Afterall...snake_vargas wrote:.... it's a wasteland out there.
Woolfe wrote:Balls. One of the best ways to ensure safety is to build a society that can defend you. If you can create a society that produces enough food, and has capability to defend against all comers, then you are in a much better place than the guy who doesn't build a society and lives out by himself in the hills.
Balls Out 3 wrote:Woolfe wrote:Balls. One of the best ways to ensure safety is to build a society that can defend you. If you can create a society that produces enough food, and has capability to defend against all comers, then you are in a much better place than the guy who doesn't build a society and lives out by himself in the hills.
Sure, and I understand that there are societies in Wasteland that are at least semi-protected and self sustaining. Of course, it becomes much more of a survival situation once the rangers leave the safety of their base...
Woolfe wrote:Balls. One of the best ways to ensure safety is to build a society that can defend you. If you can create a society that produces enough food, and has capability to defend against all comers, then you are in a much better place than the guy who doesn't build a society and lives out by himself in the hills.
Woolfe wrote:My point was that if you go around just surviving, not caring about anyone in between the "societies" then the societies will grow different and certainly have a different attitude towards you.
Woolfe wrote:But that is a good thing in my books. If you play it as a lawless bastard when you are in between towns, you should start to build a rep like that, whereas if you play the true paragon helping whoever even when it is not necessarily the best thing to do, then that should be reflected as well.
Balls Out 3 wrote:Well, in my example I wasn't necessarily talking about someone trying to eke out an existence alone. I was more trying to expound on the moral ambiguities brought on by the realities of survival. When a guy is starving to death, he can't really afford to be good. In those situations, good men tend to turn bad. But can you really blame them if they were to steal from someone to feed themselves or someone they care about? It's kind of like the Robin Hood character, a classic anti-hero. One one hand, he is helping the poor. On the other, he is raiding caravans and murdering other men.
Balls Out 3 wrote:And it's not like every man can start a civilization, or even join one. If a town has plenty of resources, they might let someone in. If they don't, it would be foolish to add another mouth to feed, especially if their population is already in decline.
Balls Out 3 wrote:Woolfe wrote:But that is a good thing in my books. If you play it as a lawless bastard when you are in between towns, you should start to build a rep like that, whereas if you play the true paragon helping whoever even when it is not necessarily the best thing to do, then that should be reflected as well.
As far as your example goes, yes, that's how it's often treated in video games. I personally strive to create anti-hero characters. I think they're much more interesting than the usual good and evil dichotomy. People don't tend to suspect the guy who saved the village of thievery when a few items go missing.
Mandemon wrote:Then again, these require you get caught at least 3 times
suz wrote:Mandemon wrote:Then again, these require you get caught at least 3 times
May be the protagonist is compulsive kleptomaniac? Ah, the cruel world just doesn't understand pack rats!
Woolfe wrote:And bad men turn good. Classic Gemmell conundrum. The good man fails and causes ill, the bad man sacrifices himself to save the many.... (I miss Gemmell)
But again whilst this may be happening, the WL world was beyond that and had "stabilised" somewhat. Subsistence survival is no longer the primary concern.
Woolfe wrote:Aaaah but you aren't "every man" you are a team of Desert Rangers sent from a stable region to establish a new base in a new region. And that mouth you turn away may have been someone who was a natural at farming, or medicine, or worse you turn him away and he turns to those who would use him against you. Every action has consequences...
Woolfe wrote:Consequences are the goal. Good ones, big and little that affect the way the game plays.
Mandemon wrote:I am reminded of Dragon Age: Origins.
Mandemon wrote:suz wrote:Mandemon wrote:Then again, these require you get caught at least 3 times
May be the protagonist is compulsive kleptomaniac? Ah, the cruel world just doesn't understand pack rats!
I swear it was an accident! I didn't mean to try and steal your sword! My hand slipped!
Balls Out 3 wrote:Woolfe wrote:And bad men turn good. Classic Gemmell conundrum. The good man fails and causes ill, the bad man sacrifices himself to save the many.... (I miss Gemmell)
But again whilst this may be happening, the WL world was beyond that and had "stabilised" somewhat. Subsistence survival is no longer the primary concern.
Yes, bad men turn good. In real life, however, I'm sure I could find many more examples of men giving into their base instincts, rather than rising up and becoming generous and selfless, particularly in dire situations. Maybe I'm being too pessimistic, I don't know. I wish it weren't true, but that's been my experience.
Balls Out 3 wrote:Woolfe wrote:Aaaah but you aren't "every man" you are a team of Desert Rangers sent from a stable region to establish a new base in a new region. And that mouth you turn away may have been someone who was a natural at farming, or medicine, or worse you turn him away and he turns to those who would use him against you. Every action has consequences...
The growth of a civilization or group is dependent on the resources that sustain them. If the rangers can afford to expand, that's great. I don't mean to suggest that they should turn everyone away without considering what they might offer them. It would be wise to be suspicious of strangers in the wasteland, however. As far as consequences go, being the nice guy can also be a good way to end up dead sooner. If you have resources, and others don't, you're going to be a target regardless of how you act toward them. Being nice might even make you look like prey. These things are anything but clear cut.
Balls Out 3 wrote:But in the end, the scenarios I'm describing are probably too bleak for Wasteland, it's true. I'm just glad the setting is more grey than black and white, and I hope it stays that way.
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