Splinter Cell: Blacklist creative director Maxime Beland wants players to have to choose between the wrong and the wrong-er, not because of a gameplay mechanic or system, but because that’s what their morality dictates is right.
While I hate morality meters in games since they detract from my character's free will ("Sorry, but you can't select that dialogue choice because you haven't leveled-up your evilness enough!"), I don't think it's impossible to effectively link moral decisions to gameplay mechanics. The problem is that moral choices in games seldom have any gravity to them. You're either the "nice guy hero" or the "jerk hero". Either way, you're the hero. Very few games tie real consequences to your morality or lack thereof.
I'm loving Witcher 2's morality system. Nothing stupid like Good/Bad, just actions and consequences. So you'll never be like 'it's time to do my 100% good playthrough'... well there isn't one! No need to do a 100% paragon/renegade run, just pick the choices you want to pick.. and not be torn between "Should I stick w/ all paragon choices, because I have done this till now.. BUT I REALLLY wanna punch this guy's face in." That should never be a factor in what action you picked in the game. Spec Ops did that too, albeit on a smaller level. You were put in a position and asked to pick. No rights, no wrongs.
Nah I think he's got a good point there. There shouldn't be any real in game reward for being good or bad. There should just be an intense situation that you tackle in your own way which effects the story. The effect on the story thereafter should enable you to acquire and experience different parts and elements of the game perhaps? Basically there should be no system or interface for morality. It should effect your experience of the world in the game, but not based on an observable, measured value.
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