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The Karma Meter: The Illusion of Choice

Erik G of VideoGameOlogists.com writes:

"I honestly would like to see games with either more complex morality systems, like what Bethesda does or something done in game like Fable and Red Steel. I think the point of a karma system should be to create a more realistic world that reacts naturally to the actions of the players, instead of being an obvious cause and effect. Video games are at the point now where there doesn’t need to be the illusion of choice. Games like Uncharted 2 show that a completely linear story doesn’t need have a karma system to tell a great story and other games like Deus Ex and The Elder Scrolls have really shown us how playstyle really matters in a game in effecting the world around you."

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Christopher2040d ago

***Of course, these are just two games that use this kind of limiting karma meter to fool us into thinking we’re playing a dynamic experience.***

IMHO, they aren't trying to fool anyone, they're just giving a choice that normally isn't at all there.

For example, in inFamous, the karma system isn't trying to fool you into thinking you really can change that much considering you already know that no matter what you choose, there will only be two possible outcomes at the end. The main element to it is in seeing yourself become evil as well as using abilities that differ slightly (or more) from what one who is playing good would do.

The 'karma' system in these games aren't intended to be Skyrim's open-ended system, but a middle-ground.

I don't see why it's an issue unless you look at it from the perspective that any karma system that isn't as complex as 'Y game' is only trying to serve the illusion of choice when in reality it's not intended to give one that power but just a semblance of it to support other game elements (most often, the powers one gains through these choices and one of two storyline options).