A message in four parts. Apologies for the length. And apologies for the anon posts; don''t ask...
quote:
Krez : a lot of RPGs where the player is the "good guy" already have an evil overlord or some such thing on the rise, while the player is just starting his adventuring career... perhaps an RPG with an evil main character could do the same (only backwards) [...]
True... although I''ve never been impressed with that plot line, no matter how common it is in CRPGs. I''m currently playing Wizardry 8 (yeah, I''m a bit behind ;-)). When you start out, the Evil One is ultra-strong and you aren''t even allowed to approach him. But for some reason, this ultimate evil has allowed enough of the "good" people (shopkeepers, quest-giving NPCs) to just live on... allowing you the chance to train and to buy increasingly powerful artifacts, eventually allowing you to win.
Now, I understand that this is the "motivation" of the game. But it doesn''t make any
sense to me. Were I the Dark Savant, I would have crushed the good village (which is mere feet from my tower!), preventing any heroes from getting close to me. I would then have sent out medium-level drones to enslave all the other towns. Instead, I just occasionally send out weak servants (level-balanced to the players) to do battle?
It just feels artificial. I''ve had that problem with a lot of CRPGs.
ADOM is a decent example of a better implementation, as the underlying story doesn''t have too many gaping holes. But I don''t like the way it lets you easily shift alignments, though. Seems like once the local sherriff has seen you in your ''C+'' alignment (as chaotic as possible), you should be forever barred from town. My current character is L19 (many win around L40?), and has shifted from L+ (most lawful) to C+ and back three times already! Yeah, riiight.
Then again: what is "good", and what is "evil"? Various philosophers (Marx comes to mind) suggest that good and evil are arbitrary concepts that society imposes in order to justify the stong ruling the weak. Therefore, "good" would correlate more with "doing what is expected of you by society", which, in my mind, is closer to "lawful". Vice versa for evil.
"Evil" can also mean "a group that did us harm in the past which the victors [us] later slandered mercilessly". In that case, it would take enormously cool (or lame) actions in order to shift your alignment to good (or evil): people tend to see what they expect to see.
If that''s the case, then some of the currently popular models of a "faction alignment" would make a lot more sense: to the elves, you are a "good" person, while the dwarves find you "extremely evil". Different society, different alignment.
Of course, the way it''s usually implemented ("kill an X and your X alignment drops"
is ludicrous. It disallows for all of the intrigue that shows up in a game like Machiavelli. Better models would allow for hidden agendas, betrayals, etc -- probably you would have separate alignments and levels of trust for every individual in the game!
One game with an interesting model was Darklands (also MicroProse, 1992). It didn''t let you play evil -- you were explicitly on the side of good. However: what you did affected your local and global reputations. Caught outside after curfew? You can run, hoping to get away (bigger rep drop if you''re caught, none if you make it). You can bribe the guards (small drop). You can fight (huge drop). So why go out after curfew? Turns out there are thugs in the alleys, and if you fight them, your local rep goes up slightly. Once local rep is high enough, shopkeepers offer you better wares, you can talk to people who would have thrown you out before, etc.
Now, what does that have to do with playing evil? Well... if your rep drops too low, you can''t even walk the streets in the daytime! Guards roam the streets, and will attack if they see you (lowering rep yet again!). Many shops won''t sell to you, unless you''d done favors for them in the past. Word of your infamy spreads (slightly) to nearby towns and villages.
So, no, in terms of the storyline, you can''t play evil. But you can pick an area and become quite evil locally... even if you''re just a local menace. (no, unfortunately you can''t set up shop as Evil Overlord and rule a town or castle.. sigh)
Okay. So, let''s assume that "evil" means "against the fabric of the society doing the judging". This would seem to make it a lot easier to play an evil character in a world with multiple factions. That way, you can rampage, loot, etc one group, but you still have a "support base" that isn''t
entirely underground (except for the intrigue folks, of course). Without the support base, your characters would have to be tough enough already to duke it out all alone. With it, you can still have the skill levels and everything we''re used to.
Thoughts?