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Traditionally you're always playing the hero in video games, saving the day, slaying the dragon and what not. Which is why it's refreshing for a video game to allow you to play as the villain. Steal and murder, buke megaton, join Caesar, betray everyone, intentionally tell Lily to bot take her meds so she gets the bonus Melee weapons perk, choose the meanest dialogue options, destroy every faction and loot their stuff, become the new ruler of Vegas, and wipe out the followers of the apocalypse to prevent another Caesar rising to challenge your reign.
Oh yeah, also kill all those savages in Honest Hearts, and betray Joshua Graham right before the final boss, just to steal his kill (and his loot). Don't want to have Caesar's former right hand man roaming around to challenge your regime, now do we?
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>>3950173
Caesar isn't evil
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>>3950178
But the courier is.
>>
It generally leads to more interesting outcomes, yes. Sometimes it's just fun to watch the devs try to persuade you to do "the right thing" and you just carry on with an attitude like "oh no... too bad I don't care"

In another game, I'm currently I'm hoping to create a LOGH style arc, where I do immoral things purely to advance in ranks, so that once I have absolute control I can focus on redeeming myself by genuinely improving things.
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>>3950182
>>3950178
>>3950173
>It’s just another gay fallout thread
Yawn
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>>3950178
Slavery is evil and I'll kill any slaver I see. I will shoot them in the penis/vagina.
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>>3950540
You kill slavers because they're evil.
I kill slavers for their loot and to get rid of my competition.
We are not the same.
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>>3950173
Only good way to let the player be evil without ruining the plot/writing x20 more completely separated content is to make "evil" choices to lead to "technically failure/thwarted in cutscene" outcome, but still give a reward in form of unique content/sequence breaks.
For example - you beat some bandits in a village and instead of accepting "thank you, yoing hero, here's your 3 copper coins" you decide to take bandits' place and loot and burn (or just join those bandits). As a result of this choice you (for example, when chasing the village elder, who has the money) end up being led into a trap in form of abandoned well - falling into it, not getting elder, but suddenly finding out, that this otherwise inaccessible well actually leads to some unique-inaccessible for good guys/accessible only 3 acts later hidden temple of evil cultists with all the loot/quest items/unique quests-factions you'd be able to act for - but unlike in good playthrough now good guys-NPCs would be stopping you, while you'd be the cause of troubles you'd be solving in a good playthrough.
Of course some changes are necessary (as some bossfights will lead to death/defeat of notable good guys rather thsn bad ones), but all in all most of your evil schemes will still be evil by intention and execution - but with less consequences to the world, while still with more consequences to you, the player, without resorting to letting you, the player, to just bring mindless violence thus locking yourself out of most quests.
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>>3950173
Wow great, the third fucking evil thread on this board
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>>3950173
Being evil is bullshit because it usually locks you out of a massive chunk of the game, either by destroying NPCs or making yourself villified so they won't interact with you. So very shortly you wind up with an empty gameworld. It's like that fisherman cap meme:
>I alone walk on this barren Earth

So yeah, you should maybe do a playthrough like that once for shits n giggles, but it's not a good way to play, and a major downside of a lot of games that have morality or reputation systems.
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>>3953471
That's why you don't go full murder hobo. You do quests for the good guys either for the reward or do it the worst way possible for the worst outcome, ideally both. Being evil isn't about maintaining negative reputation with each faction, it's about building the most unstable bridges that you're tearing down at the end.
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>>3950173
No.
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>>3954906
This.
Do all quests and get all the unique weapons, then strategically kill those that won't hurt your rep. Stealth kill any you can, then when you're done with all ncr quests, kill the ambassador for his unique outfit (you're now vilified by ncr), kill house for Caesar with golf club for the challenge, join Caesar and kill the brotherhood of steel, then take the mission to kill Kimball with a silenced pistol for his outfit, and before turning in the quest to Caesar, spear his men with stealth headshots, cripple his head and finish him off with a knife for both challenges. Then go kill 10 named legionnaires with a Ranger sequoia for that challenge, and all the ncr with a machete for that challenge.

Also kill any npc that disappears from the game after you do their quests (Joanna, carlito, the Gomorrah hoes, etc). More loot, more xp, more fun.
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>be werewolf in Skyrim
>join a side on the Civil War questline
>enter korvunjun and transform
>kill everyone of your soldiers and feed
>new soldiers keep respawning
>keep killing and feeding on them
>max out your werewolf skill tree
>transform back and loot the corpses

Not that evil, but nice to max out the tree without multiple werewolf transformations
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>>3950173
being mean to the npcs makes me sad :(
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>>3950173
RPGs don't offer enough cool rewards for being evil.
Evil is about selfishness. It's about I-got-mine and fuck everyone else.
If I'm going to betray my beliefs I expect a really cool sword and a really hot evil empire-assigned goth girlfriend in return.
Instead most of the time it's like "LOL you can punch a baby if you want!"
I don't want. What do I get out of punching a baby?



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