Games with karma meters that punish you for choosing evil

Interactivity is one of the cornerstones of gaming, which is why many titles offer players choices. These determine how to behave or handle a given situation. Developers then integrate these decisions into a morality system. Then the players have to deal with the karmic consequences.

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Wicked Choicesfor example, can lead to the hatred of the inhabitants of the game. This then hinders player progress. This animosity can be a natural consequence of the world. In contrast, developers sometimes build the story around a more altruistic character. Some say nice guys finish last, but others in the gaming industry are determined to prove that wrong.


7/7 Infamous

With great power comes great responsibility. Infamous gives protagonist Cole MacGrath a plethora of electrical abilities. How he uses these abilities depends on the players. If he acts like a supervillain, however, the game treats him as such.

The wrong path is a more hostile experience all around. Siphoning off the innocent and not caring about the greater good causes the population to turn against Cole. Passers-by shout at him and throw trash at him, which is plentiful since his actions plunge the city into further decay. These create problems for climbing and navigation. In this case, it is better to be loved than feared.

6/7 Red Dead Redemption

Many players are probably entering the red death games to be a ruthless gunslinger. If they do, however, they must be prepared to face the consequences. Of course, this is another example of the bad reaction of the townspeople, but the games add many other costs to this.

Outlaws have a harder time in the Wild West. They face higher prices for items and lower rewards for odd jobs and bounty hunts. If they overdo it, they rack up a bounty themselves.

As awkward as that may sound, it’s not nearly as touching as the narrative repercussions in Red Dead Redemption 2. Protagonist Arthur Morgan’s legacy rests on his honor. Selfish greed leads to an unceremonious death, and the other characters don’t reflect as fondly on his life. It paints a more nihilistic narrative at the end.

5/7 Dragon Age: Origins

Many BioWare titles tout player choices impacting story and character dynamics, but perhaps none have more personal ramifications than the first. dragon age hall. As Gray Warden, the player sets out to save the kingdom from Darkspawn invasion. Helping with the quest is a required community of fantasy archetypes. However, their faith is not unshakeable.

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Being a selfish despot puts people off. This not only affects how outsiders see the hero, but party members as well. Disregarding their input or forcing them to compromise their morality diminishes their opinion of the player. They end up packing their bags and leaving, even on the eve of the final battle. Needless to say, this makes victory harder to come by. Other dragon age entries also deal with esteem within the party, but none yield more tangible costs than that.

4/7 The Amazing Spider-Man 2

It’s basically a more frustrating version of the Infamous system. Like countless Spider Man games before it, this connection to the movie gives the web-head an open world in New York to swing around in. This world comes with crimes to stop and people to save. Rather than making it an optional side activity, however, The Amazing Spider-Man 2 tries to force players to complete these repetitive side missions. This improves the public image of the hero.

The catch is that his reputation is constantly deteriorating, which means he constantly has to perform good deeds. Otherwise, law enforcement sees him as a threat and sends killer robots to take him down. Basically, he can become the most wanted villain in town by just standing still.

Although this old scrolls the story is heroic, Oversight also has many unscrupulous professional backgrounds. Among these are the wealth of assassination and robbery quests. It is the surest way to rise in infamy.

This stigma sticks with players all over Tamriel. Onlookers throw a bunch of insults at them, and the guards can even attack them on sight. It doesn’t matter how good his disguise is. This may be the reason why the Dark Brotherhood and the Thieves Guild remain hidden. Their actions all end in ostracism.

2/7 Baldur’s Gate

Social status alters the role-playing aspects of Baldur’s Gate in many small ways, but they all add up. A low reputation blocks certain powers, such as healing. That would be bad enough, but it gets worse for the Ranger or Paladin class. Evil choices here can cause these characters to become “Fallen”, which means they can’t access abilities exclusive to these classes.

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Beyond the drawbacks of customization, a bad reputation also affects how the larger world treats the player. Some allies can leave the party if they disagree with the leader’s decisions. Also, NPCs are less willing to converse with bad guys. This leads to more expensive items and blocks some quests. Worse still, guards or bounty hunters occasionally attack the party during their journey. In short, if the heroes do not play the role, then Baldur’s Gate makes their lives more difficult on all fronts.

1/7 The Outer Worlds

This space adventure has several morality meters. The Outer Worlds features multiple factions on many planets. Each of these groups forms its own judgment on the protagonist.

How they treat the hero depends on the advantages (or disadvantages) said hero brings to the faction. Killing members is an easy path to their bad side. However, players can also complete quests in a way that costs a particular faction, as many missions emphasize helping one side or the other.

Negative results for a faction obviously result in negative processing. This mostly comes in familiar forms such as supplier price hikes and the occasional insult. That said, causing enough trouble causes faction members to kill the hero on sight, preventing players from visiting their towns and settlements. Basic movements then become more cumbersome. Players may not be strictly evil, but these factions definitely see them that way.

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