Is there any kind of morality system in Elemental ?

I'm asking because I've played the beta for a couple of days now and watched a few gameplay movies on YouTube, and it seems that there are absolutely no consequences for killing NPCs. Very often, these guys are harmless (a guy who gives you a farming boost, for example), and there is paltry loot for killing them. In fact, if you're low on cash, you have an incentive to kill them to prevent the other kingdoms from hiring them. It kinda detracts from the game's credibility as an RPG hybrid to have the sovereign of an allegedly "good" kingdom going around murdering strangers just to prevent his competitors from gaining a slight edge. Does Stardock plan to introduce a morality counter or system of some kind ?

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Reply #1 Top

"good" kingdom
Stardock has repeated many times that there is no good vs evil.

Now, we could complain that being "good" we can accept a bribe from bandits instead of rescuing the knight... or we could ask for some kind of reputation system that reflects general (and/or particular) actions of the Sovereign (and/or his Champions/troops).

Reply #2 Top

As it is, the game pretty much gives you a reason to murder hapless scientists, merchants, and farmers if you can't afford to hire them. That kinda dilutes the whole RPG dimension. If you want to play a "bad" king, you murder strangers. If you want to play a "good" king, you still have to murder strangers. I suppose you could set your own house rules and let these guys be, but the game is encouraging you to behave like a bastard. How about a system whereby if you murder, say, a farmer, the next farmer you encounter becomes much more expensive to hire, and so on ? Otherwise, NPCs either work for you...or they die.

Reply #3 Top

I remain stumped about this matter. I've seen the dev aversion to the subject that Wintersong mentions, but I strongly agree with gapper4's basic point about an 'RPG dimension' needing some sort of functional ethics framework. I had expected that Life and Death magic would serve as the focus of that system for Elemental, but I've seen no sign of if that will eventually be so, much less what it might mean in terms of game mechanics.

And then there's the confusing presence of temples in the choices for city improvements. I've never heard of an 'ethics-free' temple.

Reply #4 Top

It's very hard for any game to create a convincing morality game element, most of it usually turns into a DnD style min-max setup, where your moral choices are picked to give you the biggest advantage, not because they're good or bad.  This is said on the assumption there would be game changing mechanics for being good or bad.  If there is no reward to play good or bad, then there's no reason to pick either. 

Of course you could have the whole 'i've killed a farmer so the next is more expensive, or alternatively runs away when it see's me^^' but you could also argue you could have them volunteer themselves into your service because they're scared of you killing them for no reason.

Once the adventuring tech tree is opened we might find there are more quests that will give interesting npc's as rewards rather than have a large number wandering the playing field so once we have more stuff unlocked in later beta's this might become a mute discussion.(and if that's not the case, might i submit that as a suggestion|-) )

Reply #5 Top

Quoting GW, reply 3
And then there's the confusing presence of temples in the choices for city improvements. I've never heard of an 'ethics-free' temple.

Depends what you call "ethics".

Aztecs had temples and they were sacrificing their prisoners by the thousands. (not to talk about churches and Inquisition, or indian Thugs and kali temples, or any ancient nation loving to raze and burn cities...:grin:   )

 

But yes, I join those hoping for something like in GalCiv where actions had 'alignement' consequences. It shouldn't be that hard: there are already stats like prestige and charisma, and surely the diplomacy rating, which could be affected.

Reply #6 Top

You don't really need an ethics system to solve this problem. You could use a diplomacy penalty instead, or simply have other NPCs avoid you because they heard you're a murdering scumbag.

Reply #7 Top

Quoting gapper4, reply 2
As it is, the game pretty much gives you a reason to murder hapless scientists, merchants, and farmers if you can't afford to hire them. That kinda dilutes the whole RPG dimension. If you want to play a "bad" king, you murder strangers. If you want to play a "good" king, you still have to murder strangers. I suppose you could set your own house rules and let these guys be, but the game is encouraging you to behave like a bastard. How about a system whereby if you murder, say, a farmer, the next farmer you encounter becomes much more expensive to hire, and so on ? Otherwise, NPCs either work for you...or they die.

 

Agree!

Killing neutral npc's just to level up your own npc's, this just doesn't seem right. There needs to a benefit to not killing them and some sort of cost/consequence to killing them!

Reply #8 Top

To begin with, there probably shouldn't be much - if any - reward for murdering a lone scholar in the middle of the wasteland. Certainly not a level's worth of XP, which alone makes random killing worthwhile.

It would also help if these NPCs eventually started doing something instead of wandering aimlessly forever. Offer quests, travel between your cities trading, or settle down and make a terrain improvement/landmark.

Reply #9 Top

It's very hard for any game to create a convincing morality game element, most of it usually turns into a DnD style min-max setup, where your moral choices are picked to give you the biggest advantage, not because they're good or bad. This is said on the assumption there would be game changing mechanics for being good or bad. If there is no reward to play good or bad, then there's no reason to pick either. ...

Some of us who got into RPGs before IBM's first PC hit the market got into them precisely because they were games that could be great fun without any min-max stuff, and I've known other PC gamers who have a similar attitude about civ-style games.

Certainly, many players will have a fundamentally competitive approach to Elemental, even folks who only want to play against the AIs. What I'm trying to type about is the idea that actions should have *interesting* consequences that are based in the game's internal logic (cosmology). One of my greatest peeves with GalCiv2 is that it has an 'alignment' system that's mostly useless for the min-max crowd because Evil is the best choice if you're into high scores. Ditching alignment entirely is one way to fix that problem, but I'd rather see something, ahem, 'balanced.'

Depends what you call "ethics".

Aztecs had temples and they were sacrificing their prisoners by the thousands. (not to talk about churches and Inquisition, or indian Thugs and kali temples, or any ancient nation loving to raze and burn cities... )

The Aztecs are a great example--they're the kind of culture I was thinking of back when I hoped to see Life and Death magic have meaning beyond visual effects and spell lists. Those ritual mass murders were most certainly 'ethical' from the Aztec point of view; the fact that they were almost incomprehensibly horrible to the Spaniards was an essential part of how the Conquest unfolded.

But I can see how folks might get hung up on my use of 'ethics' language. I'm using it in a casual social-scientific way, not in an attempt to invoke any particular real-world set of values. As the Aztec example points out, real-world ethical conflicts have diplomatic consequences. I'm not particularly hung up on seeing the stuff described with specific words, I just want the mechanics in place because the 'RPG dimension' of the game will seem flat without them. Simply lowering the XP return for a mass-NPC-murdering sovereign won't make any meaningful difference. Each sovereign needs a reputation and the AIs need to be able to respond to those reputations in ways that reflect the identity of their factions.

Reply #10 Top

The ethics of elemental:

1. Might makes Right

2. Survival of the Fittest

3. Do unto others before they do unto you.

4. A friend in need is an opportunity for betrayal.

5. To crush your enemies, see them driven before you, and to hear the lamentation of their women.

 

Reply #11 Top

Quoting Denryu, reply 10
The ethics of elemental:

1. Might makes Right

2. Survival of the Fittest

3. Do unto others before they do unto you.

4. A friend in need is an opportunity for betrayal.

5. To crush your enemies, see them driven before you, and to hear the lamentation of their women.

That's the 'ethics' of GC2, something I really hope to see this game grow past. GC2 was and is a marvel in terms of engaging a stupidly wide range of play styles, but I want Elemental to be even more insanely versatile. The perspective you so aptly sketch might also be the definition of GC2's limits in terms of reaching new audiences and/or surprising long-term players.

Conanism should be something that the Elemental mechanics can define and use to help shape the progress of a given game, along with non-Conanist worldviews for other AIs. Right now, it looks like a singular 'revealed truth' thing, and I find that rather limiting, not to mention boring for those of us who mostly think warfare is a bit of a chore and not our favorite part of games in this genre.

Reply #12 Top

Well, hopefully the diplomacy system will help this, once enabled. We really don't have any way for NPCs or AIs to react to things right now due to the limited nature of the beta.

I still don't think this problem requires a morality system per-se, just some intelligence in how other NPCs react to your murderous ways.

Reply #13 Top

Right now I just kill the npcs early in the game just so I can get those yummy 50 experience points which allows me to go look for those goodie huts with ease. I understand this is so because its a Beta version but like it was mentioned above I think a good fix to this might be to make the neutral npcs become wary of you and run away from your cities. Diminishing returns maybe on the experience points and if you get to kill many of them they would go hostile and attack you back.

 

Reply #14 Top

Perhaps there could be several "leagues" that the various Champions (usually) own membership within.

In addition to Champion personalities, killing a Champion from League X reduces your diplomatic relationships with League X (which could make League X champions more expensive, or even openly hostile).

When you recruit a Champion, they go from League X to belonging to your nation. Having good connections with a League (high diplomacy) can give you cheaper champions in addition to your Charisma bonus- from that league.

Additionally, if we have a way to issue warrants/ quests ... you can issue a warrant to a specific League at a better price (or at least higher quality of response). (In addition to issuing a world-wide warrant). Some nations could act as neutral "sanctuaries" .. where they choose to invalidate or Neutralize your warrant based on their internal logic and their diplomatic relationships with you.

For instance, every time someone issues a warrant, each Sovereign chooses whether the Warrant is acceptable within their borders or if they will refuse the warrant (harbor criminals).

Warrants could be anything from ordering the Capture or Assassination of a Champion to ordering the capture or Assassination of a Magical Creature. Potentially more types of warrants, but I can't think of much right now ... like perhaps a warrant to return a stolen artifact (that an NPC stole from your national Vault).

Reply #15 Top

Quoting Denryu, reply 10
The ethics of elemental:

1. Might makes Right

2. Survival of the Fittest

3. Do unto others before they do unto you.

4. A friend in need is an opportunity for betrayal.

5. To crush your enemies, see them driven before you, and to hear the lamentation of their women.

 

In the real world (and even in a fantasy game setting) even the most bloodthirsty of tyrants must offer some incentive to his followers or else he won't have any. I have no problem with occasionally backstabbing allies in the national interest, but murdering non-combat specialist because the game mechanics force you to is just bad design. Since Stardock now says that it will spawn easier mobs in Beta 2-A, the urge to murder for xp should be somewhat lessened, but it still doesn't address the issue of killing a specialist to deny him/her to the opposition.

Put yourself in their shoes. Would you even go close to the borders of a kingdom known for murdering intellectuals and other specialists ? As things stand now, you'd either be hired on the spot, or killed on the spot. Not a chance I'd be willing to take myself :)

Reply #16 Top

Quoting Tridus, reply 12
... I still don't think this problem requires a morality system per-se, just some intelligence in how other NPCs react to your murderous ways.

You say "potato" and I say "potato" and we can't tell the difference because I'm typing, not speaking.

Like I tried to say earlier, I'm not hung up on what the Consequences Mechanics are called, I just want them in place and I want them to have at least two substantially different frameworks/overlays/whatevers to reflect the Kingdom and Empire values.

Ideally, each faction would have its own particular viewpoint framework so that a given Kingdom might have more in common with a particular Empire than it does with most other Kingdoms. Murdering NPCs should win you points with some Major Sentient Entities and lose points with others. The points don't even need a public/UI name as long as they drive math that helps AIs make more decisions that are 'in character.'

Reply #17 Top

I see where you are coming from GW. It seems like way back, like maybe a year ago I was suggesting instead of the good evil that instead their should be perhaps a dual axis of love/hate and also fear vs. respect (respect being that, even though maybe you didn't have a badass reputation, but you were acknowledged as being just and fair - honorable).

But the idea never gained much traction.

Reply #18 Top

I think the easiest way to solve this problem is to make all neutral adventurers hostile to your civilization after randomly murdering them. And of course, adding a prompt before engaging in combat with neutral to avoid tragic mistakes.

Also, having neutral adventurers shop in towns and contribute to the economy in a real sense would go a long way to making adventurers more useful.

Reply #19 Top

Good and Evil can never really be done right in games. Firstly because there are always grey areas that are a matter of opinion, and secondly the game never knows your motives for doing the things you do.

A good example from Infamous.

A friend of mine had played the game through doing everything for 'Evil' points, he got to the bit where he had to choose between saving the characters girlfriend or saving the 3 doctors. He saved the doctors because he was sick to death of hearing the girlfriend whinge and whine at him. He was gutted when he got 'Good' points for this act :D

I prefer the dragon age and witcher aproach, just choices and consequences.

Reply #20 Top

There doesn't have to be "good" or "evil," but the NPCs and Sovereigns could have opinions about things you do....

Reply #21 Top

Quoting GW, reply 16

Quoting Tridus, reply 12... I still don't think this problem requires a morality system per-se, just some intelligence in how other NPCs react to your murderous ways.
You say "potato" and I say "potato" and we can't tell the difference because I'm typing, not speaking.

Like I tried to say earlier, I'm not hung up on what the Consequences Mechanics are called, I just want them in place and I want them to have at least two substantially different frameworks/overlays/whatevers to reflect the Kingdom and Empire values.

Ideally, each faction would have its own particular viewpoint framework so that a given Kingdom might have more in common with a particular Empire than it does with most other Kingdoms. Murdering NPCs should win you points with some Major Sentient Entities and lose points with others. The points don't even need a public/UI name as long as they drive math that helps AIs make more decisions that are 'in character.'

Well, we agree totally then. :)

Reply #22 Top

Ya I was wondering about this cause it gets retarded how you just power level your party up and up. I like the idea on how you get viewed for just hiring or slaughtering npc's. :thumbsup:

Reply #23 Top

Quoting GW, reply 9
...Each sovereign needs a reputation and the AIs need to be able to respond to those reputations in ways that reflect the identity of their factions.
I like this.  Adventurers would be a 'faction' and killing them (and unsuccessful quest completion, etc.) progressively drops your standing with them:

-their hiring cost increases, and cost to be hired by any enemies of yours decreases

-they refuse to be hired

-they avoid you

-they attack you

Treating them well (hiring, equipping, successful quests, etc.) increases your standing with commensurate benefits.

Actions must have consequences.

Reply #24 Top

Maybe this needs its own thread, but one thing I DON'T want is a indicator of how well you are getting along with other factions. For one thing, how someone feels about you should not be so easily discerned. An AI that really loathes you should be able to "make nice" with you, if say, you are much more powerful than them. But should they ever gain the upper hand their true colors will come out. The relationship should be determined thru communication, not by a needle that progresses from "at war" to "ally". Maybe an advisor that keeps you up to date on teh official relationship status, but again, this may not reflect their actual feelings towards you. That should be up to you to discern thru a combination of 1) you know how you have treated them, and you leanr how each AI personality reacts to certain provocations/bribes. 2) Communication with the other faction. 3) determining based on their actions towards you how they really feel.

Reply #25 Top

It would also help if these NPCs eventually started doing something instead of wandering aimlessly forever.

If I remember correctly some posts, Brad wants some NPC to be a trigger for unleashing powerful creatures from their lair and devastating YOUR territory.

And it will be pretty annoying if NPC can target goody huts, take the associated loot and you are unable to get the loot back from them when you hire them or kill them ;)