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Tehdark

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Everything posted by Tehdark

  1. Tehdark

    The Moral Effect Theory v2.0

    I actually really like this idea. I think a lot of the discourse comes down to how people view the game - how they play it. In my mind, DayZ is a role-playing game, in that, I play a role. I am a survivor in the zombie apocalypse, etc. What I don't personally see it as is ME in Chernarus, though I expect this is exactly how many people play the game. Personally, some of the most deep, fun, thoughtful and impactful moments in gaming for me are those that explore the characters psyche. I'm sure once I've written this I will think of 20 more better examples, but from off the top of my head, for example, the darkness 2. There is a great sequence in that game in which the main charcter Jackie appears to be loosing his mind. There are great segments wherein he believes he is trapped within a mental institute and what he believed as reality, was actually just a figment of his psychosis. Or how about Amnesia? Or Amnesia Justine (Where you can also choose to murder anyone, though choosing to do so has consequences). Persona 4? Metal Gear solid? They all have excellent representations of the players subconcious. The point I'm getting at is these representations were fun. They ADDED immersion, they made me even believe even more strongly in the environment in which I was placed. See what I'm trying to get at? People view this as an abstraction from the game, something that would just be an annoyance to play with, I think, done right, it could be the exact opposite. I agree with a lot of people in the thread where they say the ideas that have been suggested are flawed, vomiting, for example, would be highly annoying and would just interrupt the flow of the game. But what people don't seem to realise is that Mouse has said numerous times that these are just examples, ideas, conversations initiators. He does not necessarily believe they should be added in their current inception. He does however believe that the act of taking ones life should have an effect, and I agree. I absolutely believe that if you so choose, you should be able to murder anyone you meet. That is actually what makes the game so damn fun, in my opinion anyway - you just never can know. But at the moment, there is 0 consequence for killing people. In fact, I would argue that it is objectively BETTER to kill someone than it is to group up with them / leave them alone. This cant be good. Every action has an equal and opposite reaction. This idea is not about punishing people, its about adding consequences to your actions, feeling the push back. You need to incentivise play, but also ultimately, leave it to the player. If a player wants to hide in the woods forever, then he should have this choice. It will have consequences though. Maybe he gets lonely, begins hearing voices, desiring human contact. He begins to loose touch with the real world. It's the players choice, but it has a consequence. Similarly, if a player wishes to kill anyone he meets, he should have this choice, but it should not go without an effect. Maybe he feels guilt, hallucinates about the people he kills, or it could even be the exact opposite, he begins to gain blood-lust and desire more death. I don't think these ideas could actually be implemented within DayZ, but hopefully it illustrates the point I'm trying to make. DayZ is already ground-breaking in my opinion. But if it successfully emulates the human psyche in a post apocalyptic setting, then it could honestly become something genre-defining.
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