Me when starting my third playthrough of BG3: This time I’ll choose the evil options!
Also me defending the grove: FUCK
Submitted 3 weeks ago by Stamets@lemmy.dbzer0.com to memes@sopuli.xyz
https://lemmy.dbzer0.com/pictrs/image/3ccb602b-764c-423a-87bd-afde4dcbc35a.webp
Me when starting my third playthrough of BG3: This time I’ll choose the evil options!
Also me defending the grove: FUCK
They do try to entice you with drow ass for being evil, which was a pretty bold move.
You know… you’re making a convincing argument. Maybe Zevlor indeed needs to die.
It’s actually funny, I could never play Fallout & Fallout 2 as an evil character because it made me feel bad. At the same time, I’d fire up Carmageddon & Carmageddon 2 and just mow down everything that walked or drove with utter glee. I’m sure there’s a psychological explanation for this dichotomy, but I sure don’t know what it is, and I’m in no mood to make guesses.
Carmageddon is a respawnable, resetable, impermanent world.
Its a toy.
Fallout 1 and 2 are not, they are deterministic, event driven, complex, and permanent.
Its a story.
You don’t tend to care too much about if some random team mate of yours dies in a team based shooter like Battlefield or COD.
Generally, they’re all randos you’ll never see again, despite being actual human beings on the other end of a screen.
You tend to care a lot if its one of your soldiers in XCOM or Xenonauts or one of your crew from ShadowRun Returns or Fire Emblem.
They’re literally fictional characters, sometimes barely even actually characterized, but, you have history with them, shared struggles.
Your brain tends to care more about things that are harder to replace, decisions with irreversible results… morality kicks in when we realize permanence is at play.
… thats a long way of saying I do not know if there is a specific psychological term for all this, lol.
It might be something to do with the emotional attachment. We humans will bond with and empathise with basically anything, and we get rewarded with happy brain chemicals when we cooperate and build trust, so we tend to try and do it when the option arises.
In carmageddon they dont register to us as real people, they’re just fun shaped targets that spit out points, and we like it when we’re told “well done”
I’ve never played carmageddon but I’m guessing you can’t benefit or “form relationships” with fun shaped targets.
Maybe premise of the game + suspension of disbelief?
Man I could play Carmageddon 2 for hours. I miss that.
Some of the missions weren’t great, but otherwise it was a fantastic game. I do prefer the first one, personally, but the second one had some awesome power-ups.
I was thinking that the other day I can do literally anything and I always end up doing what I would hope I’d do if I had my characters power.
It’s not that I don’t want to hurt their feelings. In fact I really want to give the smartass sarcastic answer. But I’m worried I’m gonna fuck up my quest. Or make things unnecessarily difficult for myself.
If you ever killed a Little Sister for more Adam, you are a bad person and you should feel bad.
When that game came out my kid was about the age of the Little Sisters… I couldn’t make myself kill one.
If dying countless times in simulations of guns ha taught me anything, it’s that guns are very deadly.
Ah so games make you weak and less manly and emotional /s
railway692@piefed.zip 3 weeks ago
And then you pick what you thought was a harmless dialogue option, but instead it sets off a cutscene where you’ve insulted the Emperor and now must murder everyone in order to survive.
Jojowski@sopuli.xyz 2 weeks ago
Video game be teaching you about the “no gods no masters”
BigBananaDealer@lemmy.world 2 weeks ago
“glass him”
Buddahriffic@lemmy.world 2 weeks ago
There’s a game I’ve played that was bad for this but I can’t remember which one it was. Like all options looked neutral and reasonable but would lead to the character doing wildly different things. Or ones that looked friendly would be the opposite. Like if you choose “Agree with them”, you might get “Yeah, you’re right, you fucking asshole.”
Though it is a lot funnier describing it now than it was experiencing it, in the moment I was like “wait, no, wtf are you doing?”. Seems like a game designed more for people watching than the one playing.