- Jul 16, 2021
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Well, that makes sense. Truthfully, the MC is given the option to learn based on other's interactions around him, but ultimately he will decide for himself what sort of disposition he will embody based on those shared experiences.i've gotta think about that a good bit more, that's an interesting proposition.
i find the alignment feature to be a bit finicky though, personally speaking. a certain college-themed, frat game utilizes an alignment feature that adjusts the way mc interacts with people, and his choice of vocabulary, based on his alignment. honestly, i found it very interesting at first, and very frustrating afterwards.
more often than not, it seems to ignore the concept of "code switching", while simultaneously dismissing the mc's duality. like sure, you're a bit of a sleazebag, but you've gotta know there's a time and place for everything.
i'll say this,You don't have permission to view the spoiler content. Log in or register now.
Not necessarily spoon-feeding a generic representation of good vs bad, but more of a greyer/murkier undertone of sorts based on the MC's reactions to certain scenarios.
Sometimes, in games with choices that lean moreso towards good/evil, and don't necessarily address the in-betweens have players favouring min/maxing to choose the desired outcome that best suits their own moral philosophies/outlook on how they would address that situation if they were in the shoes of the MC. Escapism isn't everyone's cup of tea when they play such AVNs, perhaps they simply desire to make choices based on their own IRL moral compass.
Anyways, probably rambling a bit there. Interesting concepts nonetheless and narrative involvement between the MC and other parties.