It's not described as such - the way a game such as "Tyranny" is, much less a game such as the "Dungeon Keeper" genre, where 'you play evil' or at least in an evil world.
But it is. The designers basically always seem to build 'evil' into the game, without any corresponding 'good'.
The game is filled wit stories of people doing wrong, harming others; numerous times you must kill off innocent people - innocent being about as 'good' as the game usually gets - just for the purpose of adding that 'drama' to the game.
The game seems to range where on one end, you have the people wanting to get power by killing masses, while the other side, rather than being 'good', seems to be rulers who are at best simply looking to protect their power while not wanting to kill just for pleasure - but very happy to kill any threats to their power.
The game created mechanisms and rewards for things from stealing to a flat-out 'kill innocents for hire assassins guild' - while there are no corresponding 'good' game mechanisms or rewards.
Don't steal? OK, you get nothing. Oppose the dark brotherhood, protect innocents? Sorry, not really an option, but you get nothing.
Even when you walk in a town and might run across someone who needs a little money for food - you can't give it to them. Just watch them.
And so, for the big new class, maybe it's something 'good' right? Fat chance. It's necromancy. Doesn't get much darker than that.
The game just seems to embrace a world where evil has a lot to do, and good just isn't supported. The most 'good' it gets is your group killing something for a reward.
You'd think the introduction of 'high elves' and their homeland might have been a chance for something less evil - but not so much. Instead, you mainly encounter hateful, bigoted elves who insult immigrants and have no shortage of corruption and evil. Just look at the starter quest.
Perhaps it's interesting that the replacement for anything 'good' in the game - apart from the occasional good person who is usually killed quickly - is actually 'player' good - you could sit in a city and offer to help craft for people, to give them items they need, etc. No direct game support/acknowledgement/encouragement of it, but it's an option.
You have to wonder how much of this is 'intentional design' - an evil world not described as such; and how much is simply reflective of the developers' views, do they simply only see things like assassinating innocents as 'fun' and not care about 'good' activities, so they don't even realize the issue?
More examples could be found - for example, the pet class. You don't summon 'good' creatures to help; you don't even summon neutral creatures or animals. You can only summon 'daedra'.
Even when there's something like a bit more lighthearted 'fun, crazy' npc - I found he was basically like Batman's joker, a crazed figure hurting people and laughing at it, where he wanted to enslave a woman and take her to his land.
It seems notable that for such a 'dark' game, I've never seen the game refer to that as being its theme.
You have to wonder how much of this is 'intentional design' - an evil world not described as such; and how much is simply reflective of the developers' views, do they simply only see things like assassinating innocents as 'fun' and not care about 'good' activities, so they don't even realize the issue?
Tan9oSuccka wrote: »You thought Summerset (the Altmer Mecca) would be a good introduction to showcase the “good” of Tamriel.
Yikes.
It's not described as such - the way a game such as "Tyranny" is, much less a game such as the "Dungeon Keeper" genre, where 'you play evil' or at least in an evil world.
But it is. The designers basically always seem to build 'evil' into the game, without any corresponding 'good'.
The game is filled wit stories of people doing wrong, harming others; numerous times you must kill off innocent people - innocent being about as 'good' as the game usually gets - just for the purpose of adding that 'drama' to the game.
The game seems to range where on one end, you have the people wanting to get power by killing masses, while the other side, rather than being 'good', seems to be rulers who are at best simply looking to protect their power while not wanting to kill just for pleasure - but very happy to kill any threats to their power.
The game created mechanisms and rewards for things from stealing to a flat-out 'kill innocents for hire assassins guild' - while there are no corresponding 'good' game mechanisms or rewards.
Don't steal? OK, you get nothing. Oppose the dark brotherhood, protect innocents? Sorry, not really an option, but you get nothing.
Even when you walk in a town and might run across someone who needs a little money for food - you can't give it to them. Just watch them.
And so, for the big new class, maybe it's something 'good' right? Fat chance. It's necromancy. Doesn't get much darker than that.
The game just seems to embrace a world where evil has a lot to do, and good just isn't supported. The most 'good' it gets is your group killing something for a reward.
You'd think the introduction of 'high elves' and their homeland might have been a chance for something less evil - but not so much. Instead, you mainly encounter hateful, bigoted elves who insult immigrants and have no shortage of corruption and evil. Just look at the starter quest.
Perhaps it's interesting that the replacement for anything 'good' in the game - apart from the occasional good person who is usually killed quickly - is actually 'player' good - you could sit in a city and offer to help craft for people, to give them items they need, etc. No direct game support/acknowledgement/encouragement of it, but it's an option.
You have to wonder how much of this is 'intentional design' - an evil world not described as such; and how much is simply reflective of the developers' views, do they simply only see things like assassinating innocents as 'fun' and not care about 'good' activities, so they don't even realize the issue?
More examples could be found - for example, the pet class. You don't summon 'good' creatures to help; you don't even summon neutral creatures or animals. You can only summon 'daedra'.
Even when there's something like a bit more lighthearted 'fun, crazy' npc - I found he was basically like Batman's joker, a crazed figure hurting people and laughing at it, where he wanted to enslave a woman and take her to his land.
It seems notable that for such a 'dark' game, I've never seen the game refer to that as being its theme.
I think it reflects real life quite well. Being good in real life is a thankless job and you shouldn't look for rewards for doing the right thing
Fundamental fact of life, everyone is born bad, we all have to be taught how to be good and even then we are still mostly bad.
Some never accept this and even try to deny it, unfortunatly to thier own misfortune.
ESO tends to mirror this and imo most good MMOs do that.
Fundamental fact of life, everyone is born bad, we all have to be taught how to be good and even then we are still mostly bad.
Some never accept this and even try to deny it, unfortunatly to thier own misfortune.
ESO tends to mirror this and imo most good MMOs do that.
It's quite the opposite actually, but I remember being an edgy teenager so I'll forgive this transgression.
I'm not saying you don't receive rewards for being a good person rather you shouldn't expect rewards for being a good person.SteveCampsOut wrote: »It's not described as such - the way a game such as "Tyranny" is, much less a game such as the "Dungeon Keeper" genre, where 'you play evil' or at least in an evil world.
But it is. The designers basically always seem to build 'evil' into the game, without any corresponding 'good'.
The game is filled wit stories of people doing wrong, harming others; numerous times you must kill off innocent people - innocent being about as 'good' as the game usually gets - just for the purpose of adding that 'drama' to the game.
The game seems to range where on one end, you have the people wanting to get power by killing masses, while the other side, rather than being 'good', seems to be rulers who are at best simply looking to protect their power while not wanting to kill just for pleasure - but very happy to kill any threats to their power.
The game created mechanisms and rewards for things from stealing to a flat-out 'kill innocents for hire assassins guild' - while there are no corresponding 'good' game mechanisms or rewards.
Don't steal? OK, you get nothing. Oppose the dark brotherhood, protect innocents? Sorry, not really an option, but you get nothing.
Even when you walk in a town and might run across someone who needs a little money for food - you can't give it to them. Just watch them.
And so, for the big new class, maybe it's something 'good' right? Fat chance. It's necromancy. Doesn't get much darker than that.
The game just seems to embrace a world where evil has a lot to do, and good just isn't supported. The most 'good' it gets is your group killing something for a reward.
You'd think the introduction of 'high elves' and their homeland might have been a chance for something less evil - but not so much. Instead, you mainly encounter hateful, bigoted elves who insult immigrants and have no shortage of corruption and evil. Just look at the starter quest.
Perhaps it's interesting that the replacement for anything 'good' in the game - apart from the occasional good person who is usually killed quickly - is actually 'player' good - you could sit in a city and offer to help craft for people, to give them items they need, etc. No direct game support/acknowledgement/encouragement of it, but it's an option.
You have to wonder how much of this is 'intentional design' - an evil world not described as such; and how much is simply reflective of the developers' views, do they simply only see things like assassinating innocents as 'fun' and not care about 'good' activities, so they don't even realize the issue?
More examples could be found - for example, the pet class. You don't summon 'good' creatures to help; you don't even summon neutral creatures or animals. You can only summon 'daedra'.
Even when there's something like a bit more lighthearted 'fun, crazy' npc - I found he was basically like Batman's joker, a crazed figure hurting people and laughing at it, where he wanted to enslave a woman and take her to his land.
It seems notable that for such a 'dark' game, I've never seen the game refer to that as being its theme.
I think it reflects real life quite well. Being good in real life is a thankless job and you shouldn't look for rewards for doing the right thing
I don't agree that being good has no rewards in real life. You just have to recognize that those rewards are more ephemeral than capital.