How sociopathic is your video game?
Mar. 17th, 2019 10:47 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Bad guy A is about to brutally murder innocent victim B. You intervene to fight A and save B. How prepared were the developers for the idea that someone might try this?
Dishonored 2: you get an achievement for your heroism.
Shadow Tactics: B hides inside a nearby building. In gameplay terms, it's the same as if they'd died. (Neverwinter Nights does this too, but you at least get a boost to the ol' karma meter.)
Splinter Cell: you interrupt the scene. A will keep hunting for you and won't go after B again. B will just sit there forever, because he wasn't programmed under the assumption he would ever have to acknowledge your existence.
Thief 3: A and B are both coded as your enemies, so they'll work together to beat you up.
Dishonored 2: you get an achievement for your heroism.
Shadow Tactics: B hides inside a nearby building. In gameplay terms, it's the same as if they'd died. (Neverwinter Nights does this too, but you at least get a boost to the ol' karma meter.)
Splinter Cell: you interrupt the scene. A will keep hunting for you and won't go after B again. B will just sit there forever, because he wasn't programmed under the assumption he would ever have to acknowledge your existence.
Thief 3: A and B are both coded as your enemies, so they'll work together to beat you up.