An action game with a good or evil karma meter.
Little changed beyond powers and cutscenes
From Game Maker's Toolkit on inFamous Second Son
inFamous's good or evil karma meter changed little beyond powers and cutscenes. In inFamous Second Son (Sucker Punch), choosing good or evil leads only to slightly different powers and cutscenes. Game Maker's Toolkit holds it up as a weak example of a morality system.
The critique is that karma meters flatten the maze of human morality into one number and ignore the middle ground. They also tend to serve replay value more than heart-wrenching decisions. Quote: "These systems are reductive, flattening out the complex maze of human morality into a single good or evil bar."
Held up as a weak karma system: good or evil choices only lead to slightly different powers and cutscenes.
inFamous's good or evil karma meter changed little beyond powers and cutscenes. In inFamous Second Son (Sucker Punch), choosing good or evil leads only to slightly different powers and cutscenes. Game Maker's Toolkit holds it up as a weak example of a morality system.
The critique is that karma meters flatten the maze of human morality into one number and ignore the middle ground. They also tend to serve replay value more than heart-wrenching decisions. Quote: "These systems are reductive, flattening out the complex maze of human morality into a single good or evil bar."
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