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TopicWhy is Neutral Good usually the more popular/common choice?
ParanoidObsessive
05/26/20 6:27:10 AM
#31:


Amuseum posted...
For most CRPGs, usually no benefits to being Evil, and worse, the games punish you for even a slight evil tendency. because the devs don't put enough effort and content to support evil and allow you to complete the main story.

It's also a holdover from the time where being seen to "encourage" players to be evil would get concerned parent groups coming after you with pitchforks and torches. It's part of why GTA was always a favored target once it started getting popular - you're encouraging children to be criminals!

It's not so much a concern now, but old habits can die hard, especially for larger developers who are more worried about reputation and sales than artistic aesthetics.

Though it's also like you touched on - having a distinct "Evil" path which is radically different from the "Good" path would effectively require the developer to make two entirely different games, which would raise costs far beyond what most developers are willing to eat for something that minor. Which is why most Evil characters wind up being "Evil guy who has to stop someone else from being even more Evil", where you play through 99% of the story exactly the same as the "Good" guy would, in spite of the fact that you'd lack the motivation to save the world simply because it's the right thing to do. At best, you might get a different ending cutscene where you conquer the world yourself.
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