Why did I just kill an important person (spoilers)


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Originally Posted by Silver Gale View Post
This is basically a version of the Sacrificial Lamb trope. In order to establish that this is a Darker And Edgier Black and Grey Morality World Half Empty(*), they present you with this sort of choice right out the gate. And they purposefully put it in the Loyalist Responsibility route, just in case you were getting any ideas about upholding the law and being a good person just like you could in CoH.
This is probably it. They're trying to avoid portraying either side as "the good guys," so both sides have to do some not-good things. Your character personally has to do these things just to make sure you, the player, are paying attention and can't handwave it away as "oh, well my character doesn't know about all that stuff, I'm totally heroic."


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Posted

I think its perfectly acceptable to choose the Loyalist option, in my opinion it is the correct and "heroic" option. Yes you end up killing Cleo, but this is a war don't forget, citizens lives are at risk, she plotted to have you killed, she would otherwise get off scott free due to her relationship with Praetor White. If it weren't for Washington, an upstanding and respectable member of the PPD, she would have succeeded as well.

The mission explicitly states that it is because of her relationship with White that is forcing your hands. What is the alternative, betray Washington, the man who went out of his way to watch your back?

Surely the unheroic option would be to betray Washington's loyalty and side with Cleo despite everything that has happened.


 

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Originally Posted by Eva Destruction View Post
This is probably it. They're trying to avoid portraying either side as "the good guys," so both sides have to do some not-good things. Your character personally has to do these things just to make sure you, the player, are paying attention and can't handwave it away as "oh, well my character doesn't know about all that stuff, I'm totally heroic."
Haven't gotten started on the other paths just yet, so I've only done the Resistance Warden arcs (I don't want to just make a toon and run the arcs, I want to make a fun toon and run the arcs and actually want to keep them around), so I have to say...the Warden Arc had me feeling every bit the hero.

Not once in the Warden arc did I feel like I was doing some not-good things.


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Originally Posted by Eva Destruction View Post
This is probably it. They're trying to avoid portraying either side as "the good guys," so both sides have to do some not-good things. Your character personally has to do these things just to make sure you, the player, are paying attention and can't handwave it away as "oh, well my character doesn't know about all that stuff, I'm totally heroic."
And what's wrong with portraying BOTH sides as the good guys when it comes to their less extreme storylines? I mean, on paper it sounded really cool. Neither faction is "right" and both factions have storylines where you're the good guy and storylines where you're the bad guy. That way, you aren't given a clear good guy/bad guy dichotomy, but are instead left to choose the side whose ideal match your character.

The Wardens are very much presented as good guys, bar none. Their story arcs are little different than what you'd see in City of Heroes. I thought it stood to reason, then, that Responsibility would be the good guy line of the Loyalists, but it's nowhere near as obviously good as the Warden arc. This is a problem, because it undermines the "no-one is right" subtext by making Wardens right and Responsibility not so much.

And that's a problem.


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Originally Posted by Arcanaville View Post
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Originally Posted by Samuel_Tow View Post
And what's wrong with portraying BOTH sides as the good guys when it comes to their less extreme storylines? I mean, on paper it sounded really cool. Neither faction is "right" and both factions have storylines where you're the good guy and storylines where you're the bad guy. That way, you aren't given a clear good guy/bad guy dichotomy, but are instead left to choose the side whose ideal match your character.

The Wardens are very much presented as good guys, bar none. Their story arcs are little different than what you'd see in City of Heroes. I thought it stood to reason, then, that Responsibility would be the good guy line of the Loyalists, but it's nowhere near as obviously good as the Warden arc. This is a problem, because it undermines the "no-one is right" subtext by making Wardens right and Responsibility not so much.

And that's a problem.

Yeah, I thought I'd stumble across a few more grayer areas in the warden arc-- particularly after encountering Belladonna in one: perhaps needing to turn a blind eye to more aggressive Crusader work rather than bring it to light.... but haven't really encountered anything as sharp as the Responsibility arc.


OR I expected a hero to find himself a loyalist-responsibility that shifts to warden-crusader only to find the best choice switches him back to loyalist next time-- a "must carve your own path and be loyal to yourself ideal." Haven't gotten far enough to test that theory, but from what I've heard, once you go Warden, they don't give you much reason to betray.


 

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Originally Posted by Samuel_Tow View Post
I'm determined to get this character all the way through as a Loyalist so I'm basically set into taking the Loyalist options when presented, but I'm also set on making her a hero, which means I need to try and avoid jerkass options wherever I can.
There's your problem. You've made two specific choices about your character and assumed that they are compatible.

Unfortunately, Loyalists aren't heroes, so picking the Loyalist option will result in you erforming an action which is "not heroic." I'm not actually sure any of the factions in Praetoria are 'heroic' in the Paragon City sense of the word.

Anyway, the way to deal with it is probably to aim to be heroic while staying Loyalist. You'll fail, but then you can finally move over to Paragon City content in the knowledge that this is a world without all that grey, messy, morally ambiguous, realistic garbabge you've had to deal with in Praetoria.


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Originally Posted by Ravenswing View Post
Unfortunately, Loyalists aren't heroes, so picking the Loyalist option will result in you erforming an action which is "not heroic." I'm not actually sure any of the factions in Praetoria are 'heroic' in the Paragon City sense of the word.
This, if indeed it were true, and I've not played through their entire storyline so far, I would consider a failure of writing, insomuch as they were aiming for moral ambiguity. In a truly morally ambiguous setting, there would be no right and wrong choices, only choices and consequences. If we accept that Loyalists "aren't heroes," then we have a very serious problem, because Wardens very much ARE. So we have a heroic storyline and an ambiguous, villain-slated storyline, which is seriously missing the point.

When I joined the Loyalists as Responsibility, I expected to work as a cop and strive to put bad guys in jail. That's as opposed the the Power arc which I assumed centred around abusing power. Washington's arc, for instance, is very good, as is Cleo's arc. Kang's arc has been somewhat bittersweet, but still on the level and the Tech guy after that has had an arc that has so far managed to be pretty benign.

I don't see why Wardens can make a claim to be the good guys and actually have a point, whereas Responsibility shouldn't.


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Originally Posted by Arcanaville View Post
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Like you Sam I have only played through the Nova arcs of Responsibility, but they seem to be very heroic to me. Much much more heroic then the crusader arcs which can involve feeding innocents to the ghouls.

Yes killing Cleopatra is perhaps a bit on the vigilante side rather then hero, but its still on the heroic side as opposed to villainous side in my opinion. That is a key distinction. Also you have to remember that the Resistance members are not just normal criminals in the eyes of Loyalists, they are terrorists and murderers. Washington is a good cop and is even a great ally to your character; saving your character's life when Cleopatra schemed to have you killed. I think people tend to forget that because they assume your character would have survived without his help, well lets follow the story and assume your character isn't invincible and would have died otherwise. I also don't think Loyalists are supposed to see a huge distinction between Crusaders and Wardens - to them the Resistance are all the same, and they get a bad rep from the evil things that the Crusaders do. Just like to the Resistance, all Loyalists are power hungry freaks who abuse their power for personal profit.

Baring that in mind, Washingston was absolutely justified in the actions he took, your character was absolutely justified in supporting his decision given Washington's rank and previous actions to save your life. From your characters perspective, you are totally in the right.

My last point is that pro-resistance folk are always playing up the distinction between Wardens and Crusaders, while trying to play down the difference between Loyalists of Power and Loyalists of Responsibility. Even in the Wardens own story arc, it is explicitly stated that Noble Savage was once a PPD cop of distinction who served the people of Praetoria with great responsibility. So even outside of Loyalist arcs it is stated that there are heroic Loyalists. Portraying all resistance as Wardens and all Loyalists as disciplies of Power is quite disingenuous I think. The Resistance Crusader arcs are some of the most evil and vindictive missions I've done, even worse then ego-heads of the Power arcs.


 

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The distinction between Wardens and Crusaders is actually what the moral choice is, when I stop to think about it. Saving Cleo is an act of compassion, showing that I believe some Resistance members may be OK and trying to show them that some Loyalists aren't all that bad, in return. Unfortunately, this is accomplished by becoming a member of the resistance. Killing Cleo, by comparison, is an act of conviction, demonstrating that I do not believe anyone in the Resistance is worth saving and that Loyalists and Resistance can never work together. The hardline approach, as it were.

And you have a point - I'm mixing in a bit too much of my own beliefs here. As a player, and especially one who has been through the Warden arcs, I'm sympathetic to the Resistance, so I'm much more inclined to like them and make compromises for them. My character, however, would have no reason to feel that way. She just saw the resistance try to blow up a hospital practically out of spite, and now she's faced with a Resistance mole that's saying "Trust me!" This turns into a very classic animated movie scenario where a character who is truly sympathetic is exposed to be a traitor and is no longer trusted. Hell, that's basically half the plot to Avatar, only Jake Sully didn't get murdered in cold blood... Well, just about, anyway.

I'll probably have to give the greater struggle of freedom vs. safety more thought before I delve any deeper into this, because I suspect that's where the key to the answer lies. It's easy to sympathise with the Resistance's desire to free people's minds no matter the cost, but having run through the Wardens' arc all the way through and seen how much actual practical damage this does to the innocents they try to protect... Let's just say there's food for thought here.

To drop a few more spoilers, things I've done for the Resistance include disabling the Seer network almost entirely by freeing the Seers and destroying people's only source of drinking water because it was being spiked with "docility" chemicals. In both cases, this does SIGNIFICANT harm to people for the sake of freeing their minds, and one has to wonder if simply tearing the world down and plunging people into a dark age really is the superior decision. After all, Cole didn't build this police state for no reason. He built it because desperate times called for desperate measures. There IS something to lose by discarding it.

But then, that's just a sign that the writers did a good job. I don't have an easy answer, and that's quite impressive, coming from someone as introspective as me.


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Originally Posted by Arcanaville View Post
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Originally Posted by Samuel_Tow View Post
The distinction between Wardens and Crusaders is actually what the moral choice is, when I stop to think about it. Saving Cleo is an act of compassion, showing that I believe some Resistance members may be OK and trying to show them that some Loyalists aren't all that bad, in return. Unfortunately, this is accomplished by becoming a member of the resistance. Killing Cleo, by comparison, is an act of conviction, demonstrating that I do not believe anyone in the Resistance is worth saving and that Loyalists and Resistance can never work together. The hardline approach, as it were.

And you have a point - I'm mixing in a bit too much of my own beliefs here. As a player, and especially one who has been through the Warden arcs, I'm sympathetic to the Resistance, so I'm much more inclined to like them and make compromises for them. My character, however, would have no reason to feel that way. She just saw the resistance try to blow up a hospital practically out of spite, and now she's faced with a Resistance mole that's saying "Trust me!" This turns into a very classic animated movie scenario where a character who is truly sympathetic is exposed to be a traitor and is no longer trusted. Hell, that's basically half the plot to Avatar, only Jake Sully didn't get murdered in cold blood... Well, just about, anyway.

I'll probably have to give the greater struggle of freedom vs. safety more thought before I delve any deeper into this, because I suspect that's where the key to the answer lies. It's easy to sympathise with the Resistance's desire to free people's minds no matter the cost, but having run through the Wardens' arc all the way through and seen how much actual practical damage this does to the innocents they try to protect... Let's just say there's food for thought here.

To drop a few more spoilers, things I've done for the Resistance include disabling the Seer network almost entirely by freeing the Seers and destroying people's only source of drinking water because it was being spiked with "docility" chemicals. In both cases, this does SIGNIFICANT harm to people for the sake of freeing their minds, and one has to wonder if simply tearing the world down and plunging people into a dark age really is the superior decision. After all, Cole didn't build this police state for no reason. He built it because desperate times called for desperate measures. There IS something to lose by discarding it.

But then, that's just a sign that the writers did a good job. I don't have an easy answer, and that's quite impressive, coming from someone as introspective as me.
Yeah I agree with you, and it is very easy to side with the Resistance. It is much harder to side with the Loyalists and it does require a different set of thinking, but once you get there you can agree with their general ideals. I did the Warden arc first because of this, so yes I've seen the bad things that must be done to achieve this "freedom". The destruction of the Water Facility was perhaps the toughest moral choice I've encountered. Especially as the "right choice" for me seemed to be labelled Loyalist, but that forces you to fight Calvin Scott. Just like how the "right choice" for Cleopatra is labelled Resistance and forces you to fight Washington.

In an ideal world, we would calm Scott down and make him wait for the more peaceful alternative, and with less civilion casualties. Especially as we've crushed Cole's invasion force, giving Vanguard the opportunity to come up with a better solution. I would have also calmed Washington and forced him to turn Cleopatra in instead of carrying out our own sense of justice; I'm sure we could have convinced White of her treasonous activities. That would have been the ideal world, but this is far from that, and Going Rogue forces us to choose a side and get involved, not just observe and be a moral beacon. It was either fight Washington or Cleopatra, and I definitly wasn't going to fight Washington. It was either blow up the facility or fight Calvin Scott, and after all the arcs I had done as a Warden, I was not about to turn Loyalist on the final act - even if I did disagree with it in principle.

On your other point I do tend to think, okay, Cole's regime is not perfect but what regime is? Is 'freedom' really worth all this destruction and violance? What about all the good things Praetoria has going for it. The people seem happy and prosperous. Tearing it all down seems unnecessary. Do you watch Dr. Who, the new series? In a Series 1 episode titled 'Satellite 5', Christopher Eccleston as the Doctor disables Satellite 5 because he views it as a morally corrupt infrastructure which is controlling and brainwashing the people of Earth. Destroying it will give them 'freedom'. Later on that series, in an episode titled 'Bad Wolf' he returns to Satellite 5 one hundred years later and is shocked to see Earth has regressed, it is now techonologically backwards compared to where it should be in the timeline (I wonder how many people died due to that alone). When he asks "But what happened, I freed you from Satellite 5, that should have given you the opportunity to take off!" the lovely woman responds with "No, that was when it all went wrong, there was a black out of information, the economies collapsed etc etc." So yes, there is definitly an argument that says what is morally right might not in reality be the most practical and best thing for the public.


 

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Originally Posted by BrandX View Post
Haven't gotten started on the other paths just yet, so I've only done the Resistance Warden arcs (I don't want to just make a toon and run the arcs, I want to make a fun toon and run the arcs and actually want to keep them around), so I have to say...the Warden Arc had me feeling every bit the hero.

Not once in the Warden arc did I feel like I was doing some not-good things.
I took a whole arc to rescue a guy's family so he could leave, and then the guy didn't want to leave anyway, so I might as well have not bothered.

Whee.




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Originally Posted by Silver Gale View Post
I took a whole arc to rescue a guy's family so he could leave, and then the guy didn't want to leave anyway, so I might as well have not bothered.

Whee.
Well I made the choice of forcing him to go when I knocked him out. I didn't do all that work for nothing you getting out like you said you were.


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Originally Posted by Peacemoon View Post
I would have also calmed Washington and forced him to turn Cleopatra in instead of carrying out our own sense of justice; I'm sure we could have convinced White of her treasonous activities. That would have been the ideal world, but this is far from that, and Going Rogue forces us to choose a side and get involved, not just observe and be a moral beacon.
Even in the ideal world I'm not sure that would have worked. If you've done that arc and saved Cleo, you've seen just how easy it was for her to convince White that the evidence proved Washington was the traitor.

In any case, once Washington confronts her, it's all but inevitable. Cleo isn't one to run away and give up her undercover position -- she'll stand and fight, intending to kill Washington (and you, if you side with him) and frame him. Washington goes in determined to do whatever it takes to not to let her escape, because once she leaves that office and runs to White, he knows he won't be able to pin her down again, and a resistance spy responsible for the death of at least one PPD officer will remain in a position to do more harm.

Sure, you could try to talk to Washington and convince him to do something else, but assume you tried that and he wasn't impressed (don't forget about his rank, either). If you go to White, chances are he'll intervene and Cleopatra will eventually succeed in killing off Washington, and probably you as well. The only third option possible in that scenario is to be indecisive and just stand back to see who wins -- in other words abandon your duty.

It's a very real world choice. We wish there was a better, "perfect", option, but there just isn't. Sometimes even heroes have to face that.


 

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Originally Posted by Samuel_Tow View Post
When I joined the Loyalists as Responsibility, I expected to work as a cop and strive to put bad guys in jail.
The problems with that is that the people the system you're working for calls bad aren't always bad.
When a game gives you the option of playing a law enforcement officer, but makes the game setting a dictatorship, then that means that some of the laws you have to enforce are not going to be normal ones.

For example, putting people in jail in Praetoria is not the same as putting people in jail in Pragon City - torture is used on a regular basis by the Praetorian government, so anyone you're sent to capture, especially if they're part of the Resistance, will very likely be tortured once you hand them over - so while you're not actually taking part in torturing them, you're still helping it happen to them by arresting them.
Plus, there's also the drugging, brainwashing and death squads in the Behavioral Adjustment Facility who you can also deliver people you capture to - so while the methods you use to arrest your targets are the same as in Paragon City, the fate of your targets after you've handed them over is a whole lot worse.


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Originally Posted by Peacemoon View Post
I would have also calmed Washington and forced him to turn Cleopatra in instead of carrying out our own sense of justice; I'm sure we could have convinced White of her treasonous activities.
You couldn't - the only evidence comes from a PPD guy, and Marauder would neer trust that - and against it, you'd have the actual actions you and Cleo have performed to stop the Resistance.
Not only does Marauder despise the PPD, making any evidence they might against his girlfriend seem like a PPD plot against him, but even reporting her to him could make him even more suspcious - like Cleo helps stop a Resistance bombing, next thing you know, a PPD officer is accusing her of being in the Resistance - that really only makes sense if Cleo is a loyalist and Washington is a Resistance spy trying to remove the woman who stopped the bombing plot.


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Posted

That particular mission takes an interesting turn if you call Calvin Scott and ask his advice. You know, if you are undercover too. I actually thought he'd say something like "Well, stall Washington and we'll get Cleo out of there", but no.

I think it's a good mission, myself. I like hard choices. To me it makes sense.


 

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Originally Posted by Primal View Post
I think it's a good mission, myself. I like hard choices. To me it makes sense.
Agreed. It is a great mission.

Actually, I think the amount of discussion - light hearted and heavy - that have generated is quite a testament for the quality of all the GR stories


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Originally Posted by Chyll View Post
Agreed. It is a great mission.

Actually, I think the amount of discussion - light hearted and heavy - that have generated is quite a testament for the quality of all the GR stories
Yeah. If I was a writer on GR and reading the forums right now, I'd have the biggest, goofiest smile om my face. So much discussion, and the only thing I think we'll all agre on is that the writing is awesome.


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At least being a cop who doesn't like the system in Preatoria gives you a reason to come to Paragon. You get to do the job you wanted the way it is suppose to be done.


 

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Originally Posted by McNum View Post
Yeah. If I was a writer on GR and reading the forums right now, I'd have the biggest, goofiest smile om my face. So much discussion, and the only thing I think we'll all agre on is that the writing is awesome.
Despite whatever complaints I might have about GR, THIS I have to agree with wholeheartedly.


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I think another way to view many of the Warden moral choices is in the context of short-term versus long-term. Many of the Resistance choices are about the immediate result, whereas the Loyalist options seem to view it from the present benefit and long-term effects of the decision. Get Arvin and his nephew out of Praetoria now, destorying part of the Seer Network and blowing up the water treatment facility end up being good things at the time, to bring freedom to those people, but people may suffer more because of the decisions. Dr. Arvin's research will never help other Destroyers, crimes from the Syndicate and Destroyers will be harder to prevent and, finally, the people will have to survive off tainted water for months. These are the examples provided from meta-text, so I believe their reliable. It makes you also think a bit differently about how heroic your decisions really are.

When I did the Warden arcs in beta, I did them as an undercover Loyalist. Provost Marchand really provides some interesting insight into the various situations too. For example, he actually tells you to help Dr. Arvin because he would love to stop their destruction, despite displeasing White and Duncan, and it is the Deputy of Information, trying to further his position, that rats Dr. Arvin out. Marchand seems to disapprove more of the Resistance's methods rather than what they're trying to achieve. Its the Crusaders he says he worries about, not the Wardens.

The more I talked to Marchand, the more I liked him overall. Not to say he doesn't ask you to do some disagreeable actions, but I still like him more than I'll ever care for Calvin Scott. He really is a Responsibility Loyalist, which makes sense since its along those lines of protecting the people and stopping the invasion that he encourages you to go to Paragon City.


 

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Originally Posted by LISAR View Post
At least being a cop who doesn't like the system in Preatoria gives you a reason to come to Paragon. You get to do the job you wanted the way it is suppose to be done.
That is a very good point. I was just getting a little... Shall we say "disillusioned" with this character ever becoming a hero, especially after putting up with Tillman's frankly insane ramblings (seriously, Penelope Yin is sane compared to that woman), but that puts a nice spin on things. Kind of, I don't know...

You know, I did my best to help protect Praetoria, but you guys kept putting me in positions to hurt its people at every step. So **** you very much, but I think I'll help the people of Primal Earth take this regime down if THAT's what it takes to keep the people safe.

And I guess that's what it comes down to. After all of the hardships and after realising all the bad things that have to be done to keep Praetoria safe and secure, then one might start to think that the entire social order needs to go and be replaced with something which shouldn't require quite as many sacrifices.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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You know, I was just going to come here and rant about Praetor Tillman and what the hell she was doing in the Responsibility arcs when she's clearly evil and clearly coocoo for cocopuffs. I just about did, but I kept telling myself "Dude! Chill! See this arc through to the end, and maybe it won't be so bad. Remember - you're still sore from the last time your head exploded!" And sure enough, right at the very end, what I would have otherwise described as one of the most vile arcs I've done in the game in quite some time turned right round right round and still let me come out of it clean.

To go on with the spoilers, Tillman's entire arc revolves around finding and capturing Vanessa DeVore. Well, that and Tillman being guano crazy. It was very clear to me that what I was doing had very little to do with my responsibility to Praetoria and much more to do with blindly following the orders of an obvious complete monster. I mean, seriously. This is Kelly Uqua levels of obvious. I'm not sure if this would be appropriate for the Power tree, either. It's not about responsibility, it's not about power... To be honest, it's the same brand of railroading servitude that turns most people off Arachnos. Mother says jump, I ask how high. No, thank you.

However - and this is what blew my mind - right at the very end of the arc, Vanessa, defeated and surrendering, makes a compassionate plea with me to let her leave. And unlike Beholder and the other psychics who were utterly pathetic, and not a little hateful, Vanessa manages to do hers with dignity, honour and, most of all, respect. And as I read through it, it killed me that I would have to bring her into "Mother's" care. Only... It turns out I didn't have to. "So, what, I should let you go?" says my line in the dialogue, and I'm thinking it's just creative writing, but no! Vanessa says "Yeah, you should." And I say "Yeah, I should. Go." And I go O.o

You know what the best part of it all was? This was NOT a morality mission, and it didn't change my alignment. I didn't have to abandon the Loyalists, I didn't have to join the resistance, I didn't have to flip the game on its head. For the first time in... Well, the ENTIRE Praetorian storyline, I was finally given a choice that I felt like I made on my own. I wasn't facing the pressure from my alignment, I wasn't facing the consequences of doing the "wrong" thing. It was just a choice, for me to make.

They say "character is what you are in the dark," and this could not have been more true here. It's interesting how much more... Personal a difficult choice can become when neither option has consequences. It is in those times that we are free to choose based on what we feel and what we believe, rather than based on what "must" be done. These are the kinds of choices I want to have more of.

Ironically, the entire alignment system and the morality missions which come with it are, in my opinion, their own greatest enemy. We can never have a grey-and-grey morality as long as there is an omniscient narrator always judging our actions after the fact, anyway. As long as we are hamstrung by consequences, our choices will always be difficult, but they will never be as satisfying. In my opinion, questions of morality need to be asked in a vacuum, determining people's personality and beliefs, rather than their ability to prioritise.

In a sense, I'm going to dread the ACTUAL moral choices in the future, the ones that matter, because those are simply never as much fun to go through. In the meantime, I will console myself with revelling in those other moral choices where it is not pragmatism, but rather ACTUAL MORALITY that decides.


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Originally Posted by Arcanaville View Post
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Originally Posted by Samuel_Tow View Post
I think I'll help the people of Primal Earth take this regime down if THAT's what it takes to keep the people safe.
Welcome to the Resistance


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Posted

You know, what... I just figured it out, at least in part. How is it that choices are always so hard and ambiguous on BOTH sides of the fence? Well, as I see it, because they are intentionally crossed. Resistance moral choices are designed such that they favour the Loyalists more while Loyalist moral choices are slated such that they favour the Resistance. Let me explain:

The final moral choice in the Resistance comes courtesy of Calvin Scott - do we blow up people's only source of fresh water to "free their minds" and let them "choke on dead air and foul water," as Muro would put it, or do we wait and find an alternate solution? If I want to stay with the resistance, then I have to kill people by taking away their drinking water. In this case, the Loyalist option sounds a lot more appealing.

The final moral choice with the Loyalists comes courtesy of Interrogator Kang - do I reveal the Emperor's plan to slaughter Primal Earth to the people, thus instigating open revolt, or do I keep it quiet and deal with it myself? If I want to stay with the Loyalists, I need to hide this horror from the people, and for what? To avoid upsetting the peace? To spite the Resistance? In this case, the Resistance option sounds a lot more appealing.

Clever, writers, very clever! To paint the moral ambiguity of Praetoria and make us less likely to entrench ourselves on just one side, you made each side's moral choices biassed towards the OTHER side, such that every time we feel like we are where we belong, the moral choice suggests the opposite. It's not how I would have handled it, as I'd probably have played it straight all the way, but that kind of underhandedness really does work. What do you know!


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.