I think that evil paths in games are often the least interesting, too. Usually it just means you kill everyone and/or fuck people over for no good reason. Like you said there’s no depth. You almost never have to face any growing consequences for your actions.
Real evil is usually greed and fear weaponized to enrich and empower oneself. It’s self-interested and often delusional, but to that person they are still the hero of their story.
Coelacanth@feddit.nu 2 weeks ago
Additionally, so many games struggle with implementing evil choices or quest resolutions that are actually satisfying or at least interesting. For example, how many times have you seen an NPC ask for a favour and the Good option is “okay I’ll accept this sidequest” and the Evil is “fuck you, I’ll decline your side quest”? How many times does the Evil option just involve murder hobo-ing to the extent that you lose a ton of content because you kill off companions and quest givers?
Paradachshund@lemmy.today 2 weeks ago
I think this is a big problem even without evil choices. I really want to see more games explore things happening because you DIDN’T accept someone’s quest. Maybe something bad happens to them, or perhaps they resent you for turning them down and spread bad rumors about you.
Sadly like you said most of the time the choice in taking a quest is actually: do you want more content, or not? Not much of a choice at all.
SweetCitrusBuzz@beehaw.org 2 weeks ago
If you mean just video games, then yes we agree.
TTRPGs can be this way, but don’t have to be.
Coelacanth@feddit.nu 2 weeks ago
Yes, I was talking about video games.
SweetCitrusBuzz@beehaw.org 2 weeks ago
Okidoke, thanks for explaining!