Evil should always be rewarded.
ajwz
Member Posts: 4,122
In game I mean.
Even if more evil options are implemented into bg they have to be done right
Example
A farmer wants you to find out what happens to his brother who went off to explore an ankheg nest.
What should happen:
Evil: The evil character stumbles across his body, and brings it back. He then extorts the farmer to give him his magical ring in exchange for his brothers body so he can be buried. Net rewards: 1000xp for quest completion, magic ring,1 rep loss for extortion
Good: The good character stumbles across the body, and brings it back to the farmer, who sadly thanks him. Net rewards: 1000xp for quest completion
What actually happens:
Evil: The evil character stumbles across his body, and brings it back. (magical world where bg actually has evil options suddenly appears) Extorts the farmer to get the body back. Net rewards: 1000xp, 20gp
Good: The good character stumbles across the body, and brings it back to the farmer, who sadly thanks him. The good characters help him bury the body. "Thanks for being so kind to the poor old farmer. Please take this magical ring for all your help" Net rewards: 2000xp, magical ring.
The point I am trying to make here is that evil should have some obvious immediate gain to it, otherwise it is evil for the sake of being evil - stupid evil.
Refusing a reward should not grant a reward, and it should definitely not grant a greater reward.
Even if more evil options are implemented into bg they have to be done right
Example
A farmer wants you to find out what happens to his brother who went off to explore an ankheg nest.
What should happen:
Evil: The evil character stumbles across his body, and brings it back. He then extorts the farmer to give him his magical ring in exchange for his brothers body so he can be buried. Net rewards: 1000xp for quest completion, magic ring,1 rep loss for extortion
Good: The good character stumbles across the body, and brings it back to the farmer, who sadly thanks him. Net rewards: 1000xp for quest completion
What actually happens:
Evil: The evil character stumbles across his body, and brings it back. (magical world where bg actually has evil options suddenly appears) Extorts the farmer to get the body back. Net rewards: 1000xp, 20gp
Good: The good character stumbles across the body, and brings it back to the farmer, who sadly thanks him. The good characters help him bury the body. "Thanks for being so kind to the poor old farmer. Please take this magical ring for all your help" Net rewards: 2000xp, magical ring.
The point I am trying to make here is that evil should have some obvious immediate gain to it, otherwise it is evil for the sake of being evil - stupid evil.
Refusing a reward should not grant a reward, and it should definitely not grant a greater reward.
9
Comments
Being evil isn't necessarily the same thing as being a complete psychopath. I'm talking about evil being lucrative, not "chaotic stupid". An evil person isn't above cheating, stealing, lying and murdering his/her way to the top per se, but unless he is chaotic stupid, in other words a completely insane psychopath (not even Xzar is this crazy), then he/she is able to work with others, and realize when it is a good idea NOT to cheat, steal, lie or murder. Think in this terms, evil has a scale. On one end you have (future) death row inmates, on the other you have (future) senators and congressmen. The difference is evil management, some do it better than others.
I think Mass Effect handles it quite well, being either the saintly good guy or the renegade that "gets the job done by any means possible".
More like this
Scenario 1:
You cleared the cloakwood mines, saving all the miners.
Scenario 2:
You cleared the cloakwood mines, no survivors.
Both will make you famous, but with different outcomes.
The problem with the rep system is that it's not at all rewarding to be evil.
Outcomes:
-You care, act moral and mighty and get paragon points.
-You tell him to go ahead (get yourself killed) and even check his gun, renegade points...
-or you just dont f. care! which I didnt, it was his option. And the game rewards you with a video of the boy getting shot like instantly. Like saying "he died because you didnt care..." wtf, it's just like a lousy USA pro-active propaganda...
On topic, I do agree (and since no discrimination talk seems to be hot), that evil shouldnt be discriminated... though I do understand why awarding great rewards for cruel (ingame) acts might put some devs off.
Because if so, if you can steal and murder and whatever your way into wealth, then this isn't really a problem. The game was design specifically so that negative reputations are punished. You're not really supposed to let people know how evil you are and neither to pursue deeds of valour.
And if not, then the game either lacks elements that allow you to be a evil-doer from the shadows or some perks to make the option of Evil somewhat attractive (but not something that rarely, if ever, punishes you, as are my impressions from Mass Effect 3).