Excerpt:
"Moral choice systems have seen a resurgence of popularity in the current generation with several titles in the past few years offering the player varying degrees of choice. These may not always be dubbed as “moral” systems, serving instead to just offer some variety between playthroughs, but there is very often an aura of “good” and “evil” about each of the options.
Now this doesn’t extend to sandbox games, like Skyrim or Saints Row: The Third, because those games feature a host of choices by their very definition. I’m talking about games with clear cut characters and plots that contain pivotal moments where the player choice has an impact on the storyline; be it the death of a character, a shift in opinion or a radically different ending."
The freedom to explore large areas, approach objectives in multiple ways, and stumble across amusing distractions will always be an excellent format for video games, but some do it better than others. To celebrate the formula and parse the best from the best, have a look at the best open-world games of all time so far.
The developers of Lordbound increased the scope as they became more familiar with the Creation Kit and got inspired by the original Skyrim.
Created by Bethesda Softworks, The Elder Scrolls is hailed as one of the most groundbreaking RPG franchises.
nothing in games are offensive to me, or should be to anyone.
Games that have these choices is what draws me to them, I never would have played the Fable series or Infamous series. and is the reason I am buying Souls Sacrifice.
No surprise. Majority tend to prefer things like simply shooting things on screen, without applying any thinking.
I don't see how it's awful. It opens up the mind.
My only issue with these types of games (Mostly Fable) Is that it's a lot harder to be the good guy, and way more fun being the bad guy. It's like they want you to kill random people.
Not offended at all though, I love both Infamous and the first Fable.
This reminds me of what i thought was a bummer in all of Mass Effect 3 (ending aside). You are no longer choosing character-defining dialogue choices, but you are making the choices that mean something. To me that's worse than in ME2 where you chose almost every line of dialogue spoken by your character, because it gave you the possibility to completely shape his personality. Whether a choice was about morality didn't really matter for me. It was all about shaping the character to fit into a certain kind of role.