Praetoria's morality...
That's not strictly speaking true: There's quite a bit of scope for our own character's interpretation of things (much more so than earlier) especially considering that there are four paths, not just two. (And even within paths your motivations are left unclear)
And I'd also question the distinction: Politics is a fundamentally moral activity: It boils down to "What goals should society seek to achieve and what means are justifiable in seeking them?" That's a moral question right there.
"Men strunt �r strunt och snus �r snus
om ock i gyllne dosor.
Och rosor i ett sprucket krus
�r st�ndigt alltid rosor."
I look at it this way: one of the results of the choices you make is that one or another political faction decides that they like you or don't like you; you're not choosing "what is best for this faction" so much as "this is what <insert character name> believes is right", and the faction shifting is the peer pressure consequence of your decision.
If you want to take it as your character being purely motivated by political agendas and finding uses for people within a faction then that's your take on it. But it doesn't mean that everyone else that chose that way did so because it furthered a political goal.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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I was thinking between "Is it right to remove the Seers and expose people to danger?" "Is it right to force these women to sacrifice themselves against their will?" Those... Aren't quite the options I got.
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"In their absence the Destroyers and Syndicate could wreck untold havoc on the city, endangering many lives."
and
"Once freed the Resistance will ensure that they can live their own lives,"
Though it does raise the question that, if a woman wants to go back to work for the seers, would the Resistance let her?
Yes, the decisions you're offered are fairly binary. If you take the mission, you can help free the Seers or you can stop the person trying to free the seers. What's the middle ground there aside from "not doing the mission"?
The limiting factor is that, once you agree to do a mission, you have to be an active participant. You have three options for everything but the tutorial mission. You can skip the mission, your actions can help the Loyalist cause, or your actions can help the Resistance cause.
In the end, however, you do get to choose what your actions are. Your reasons for freeing the Seers do not have to coincide with the Resistance's reasons for freeing the seers. It could be that you're a loyalist doing the power branch and you want Praetoria less reliant on the PPD and more reliant upon the Powers Division.
You can make decisions entirely upon faction symbol, but you don't need to.
I also have to disagree, Sam. Freeing the seers is clearly the correct moral choice. Forced labor, forced servituded, imprisionment for no crime, clearly violate all the normal rights and freedoms that we hold. The fact that there are political implications as a result are just the consequences of your choice.
What I really like about Going Rogue: we have conversations like this one on these forums.
As Katie and the freed seers were there to see me off at the portal as I left Praetoria, I'm confident that there was a right decision to make.
Well- I18 was known as Shades of Grey. To me that means there was more focus on vigilante/rogue than actual good/evil or hero/villain if you will. To me a grey area (Shades of Grey) means the middle ground where good and evil are blurred.
This I think was the theme through the entire GR expansion. Praetoria just seemed like one big shade of grey to me. All the missions with choices seemed to have equally good/bad points morality wise.
I also have to disagree, Sam. Freeing the seers is clearly the correct moral choice. Forced labor, forced servituded, imprisionment for no crime, clearly violate all the normal rights and freedoms that we hold. The fact that there are political implications as a result are just the consequences of your choice.
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Meanwhile the Resistance would begin the systematic destruction of the city. There's too many anarchists in that group to maintain control once the limiting factor of the Seers is gone. With the Syndicate controlling the government, the Resistence would have little trouble causing mass havoc and destruction.
All this internal strife opens up Pretoria to...? The Devouring Earth.
If millions die, how can the choice be called truly moral?
What I really like about Going Rogue: we have conversations like this one on these forums. |
Me too! hee!
I'm not really seeing the conflict between your choices and the choices presented in the game, Sam.
Your preferred choices: free seers or don't free seers
Game choices: free seers or don't free seers
My Going Rogue Trailer
Virtue (blue) - Wes The Mess
Virtue (red) - Jess The Best
@Razoras
tl;dr
Also, only a matter of time until she comes in.
Your preferred choices: free seers or don't free seers
Game choices: free seers or don't free seers |
The most prominent place this weird justification comes is at the very end of the Power arc, in the solo mission after you have finished Neuron's arc. If you're not familiar with it, the choices amount to "Yes, my Emperor" vs. "LOL, blow it up!" Seriously. (The stated options are actually "shut down the experiment as Emperor Cole has commanded" and "blow up the lab because the Resistance would like to see Neuron's lab blown up".)
Sam has always railed against the "lackey" style many of the game's arcs are written; Praetoria, ultimately, is still just boiling down to "whose lackey are you?" (Some choices less so than others; the Warden and Responsibility end choices (meaning end of Neutropolis, not each individual one) aren't so much lackey choices (well, actually, they're more "do you continue to be a lackey, or think for yourself this time"), but Power and Crusader are.)
I think the main "problem" with the GR morality missions is that they've clearly been designed to be RP-friendly - like if you pretend to be a Paretorian, and use a Praetorian mindset for the missions, then they could be complex.
But if you don't RP, then for normal people, they're not really very diffcicult choices at all, because we're influenced by the real world and the game world, so we know that Tyrant is evil, and that his methods are evil too, as we've seen them being used by evil people in the real world, and in the game world.
For example, the choice to free the Seers is only difficult if you're thinking like a Praetorian, and imagining that you've been brainwashed with the lies of the dictatorship since you were born,, and are caught up in hte hystreria about "treachery" and the need for "security" that dominates the lives of the Praetorians.
But for normal people, we know that in both the real world and the game world, law enforcement forces don't require slavery or forced conscription to be effective - we know that police officers choose to do their job and risk their lives to protect people, just like we know that Heroes in the game world make the same choice, so when we're given a choice to free slaves or keep them enslaved because that would help "prevent crime", we know right away that that's a lie, as we have real world and in-game reference points to show that it's a lie, while if you're RPing as a Praetorian, then you have to imagine that you don't have those reference points, so you might genuinely believe that the Seers were required to keep people safe, and not being used as tools of repression.
The tutorial is another good example of the RP angle the devs have gone for in GR - if you play it through as someone who's obedient to authority, and never asks questions or talks back, then you get a totally different picture than the one you get if you question what you're being asked to do at every turn, and see the friendly facade of the PPD quickly fall apart.
@Golden Girl
City of Heroes comics and artwork
Whoa. GG does get it. Mostly.
Thanks for showing us that side of you, GG. You're not bad when you're not trying to distract us with incessant winking.
Sam's dilemma stems from the disparity of "because"s offered him. His because choice was "because slavery is wrong" vs. "because Seers protect people". The game's because choice was "because the Resistance can use them" vs. "because the Loyalists can use them".
The most prominent place this weird justification comes is at the very end of the Power arc, in the solo mission after you have finished Neuron's arc. If you're not familiar with it, the choices amount to "Yes, my Emperor" vs. "LOL, blow it up!" Seriously. (The stated options are actually "shut down the experiment as Emperor Cole has commanded" and "blow up the lab because the Resistance would like to see Neuron's lab blown up".) Sam has always railed against the "lackey" style many of the game's arcs are written; Praetoria, ultimately, is still just boiling down to "whose lackey are you?" (Some choices less so than others; the Warden and Responsibility end choices (meaning end of Neutropolis, not each individual one) aren't so much lackey choices (well, actually, they're more "do you continue to be a lackey, or think for yourself this time"), but Power and Crusader are.) |
My Going Rogue Trailer
Virtue (blue) - Wes The Mess
Virtue (red) - Jess The Best
@Razoras
But you can just ignore that text if it doesn't mirror your character's reasoning behind a choice.
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And even most of us recognise that we're ignoring the canon and pushing on when we do it; it's not unreasonable at all to want the choices offered to actually be the choices you want, rather than always having to pretend they are.
I disagree. That is a fairly unreasonable expectation. What other games out there allow moral choice trees that reflect the nearly limitless range of reasoning that might be behind choosing A over B?
The only time a game has presented moral ambiguity close to that is a game where the choice isn't in some dialog tree. The game simply lets you do something and then presents the consequences.
My Going Rogue Trailer
Virtue (blue) - Wes The Mess
Virtue (red) - Jess The Best
@Razoras
Fair enough.
My Going Rogue Trailer
Virtue (blue) - Wes The Mess
Virtue (red) - Jess The Best
@Razoras
I disagree. That is a fairly unreasonable expectation. What other games out there allow moral choice trees that reflect the nearly limitless range of reasoning that might be behind choosing A over B?
The only time a game has presented moral ambiguity close to that is a game where the choice isn't in some dialog tree. The game simply lets you do something and then presents the consequences. |
Furio--Lvl 50+3 Fire/Fire/Fire Blaster, Virtue
Megadeth--Lvl 50+3 Necro/DM/Soul MM, Virtue
Veriandros--Lvl 50+3 Crab Soldier, Virtue
"So come and get me! I'll be waiting for ye, with a whiff of the old brimstone. I'm a grim bloody fable, with an unhappy bloody end!" Demoman, TF2
But dismantling the Seer network would let people like the Resistance and Syndicate flourish. The Syndicate would begin their takeover of the government, slowly subverting it to their ends.
Meanwhile the Resistance would begin the systematic destruction of the city. There's too many anarchists in that group to maintain control once the limiting factor of the Seers is gone. With the Syndicate controlling the government, the Resistence would have little trouble causing mass havoc and destruction. All this internal strife opens up Pretoria to...? The Devouring Earth. If millions die, how can the choice be called truly moral? Me too! hee! |
------->"Sic Semper Tyrannis"<-------
But you can just ignore that text if it doesn't mirror your character's reasoning behind a choice. All that text does is provide a potential thought bubble behind the two choices. It doesn't have to be the reason you've opted for one choice over the other.
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I usually just view the text as the speaker's opinions, not mine. So the contact is say gee, what are you going to do? Free the seers and let the resistance get 'em? Or save Praetoria and keep the seers? But the reasons I choose are my own, not the reasons the contact gives. The resistance getting the seers isn't the point, to me. It's freeing the young women. If they find a good home in the resistance, then fine.
Now, some of my characters will choose differently, because they don't view the world that way. But it's still their reasons, they don't necessarily agree with the contact either.
The true morality choice aren´t whether you work for Loyalists or Resistance, but what path you choose working for them. Protect civilians or get as much power as possible//Free Praetoria or simply tear everything to shreds.
@Redcap
ANARCHY = A Society that does not need government
114. Ahrouns do not appreciate my particular brand of humour, so I should stop bleaching bulls-eyes in their fur.
But dismantling the Seer network would let people like the Resistance and Syndicate flourish. The Syndicate would begin their takeover of the government, slowly subverting it to their ends.
Meanwhile the Resistance would begin the systematic destruction of the city. There's too many anarchists in that group to maintain control once the limiting factor of the Seers is gone. With the Syndicate controlling the government, the Resistence would have little trouble causing mass havoc and destruction. All this internal strife opens up Pretoria to...? The Devouring Earth. If millions die, how can the choice be called truly moral? |
I agree and somewhat disagree with your statement. For the Syndicate, I agree. For the Resistance.. not so much.
If the Resistance were finally able to live thier lives free of the Seers, dictatorship, a lot of them would want to just live out thier lives as normal free thinking people. The anarchists of the Resistance would absolutely begin to destroy Praetoria. In that I could easily see the Resistance implode.
You would have one side of anarchists causing havoc cause they can, and the others who don't want them to destroy what they worked too hard to achieve, freedom.
ClintarCOH - Twitter
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Keep in mind, Anarchy doesn´t mean destroying everything it´s just...read my sig.
@Redcap
ANARCHY = A Society that does not need government
114. Ahrouns do not appreciate my particular brand of humour, so I should stop bleaching bulls-eyes in their fur.
I think I finally figured out what bugs me about Praetoria's take on "morality" and why I find myself so turned off by something which should, in theory, be exactly like what I've been asking for. Once upon a time, I asked for choices and options, yet when we got choices and options, I balk. Why is that?
As I ran through Katie Douglass' "morality" mission of whether to free the Seers from the network or leave them where they are, something struck me. When a moral dilemma is posed before me, I have the tendency to run through my options before I actually learn what my options are, to be prepared, so to speak. I was thinking between "Is it right to remove the Seers and expose people to danger?" "Is it right to force these women to sacrifice themselves against their will?" Those... Aren't quite the options I got.
What I got, in fact, as "Without the Seers, the PPD would be blind!" vs. "If you free these Seers, the Resistance can use them!" Wait, where is the morality in all of this? Where is the choice of MY morality? And then I realised what bothers me about those supposed "morality" missions - they aren't morality missions, they're political missions. They don't force me to choose between two morally ambiguous decisions and choose my moral high ground in the process, they force me to choose between two political factions and who to support. I am never given a choice to pick MY morality. I am only given a choice between the moral stances of two organisation from which to pick.
This, in a nutshell, is what I hate. The premise of Going Rogue and Praetorian Earth was that morality would come into question and we would be able to define our character's own unique view of morality and ethics, to make our characters even more our own. But far from giving more freedom, the choices we are forced to make only serve to railroad us even further still. We may no longer have to choose between good and evil, but we still end up choosing between two static factions nonetheless, and a middle ground still does not exist. Worse still, OUR OWN position is never considered. Our characters are not viewed as their own entities with their own thoughts, aspirations and ideas, but merely as extensions to either the Resistance or the Loyalists.
Once upon a time, I asked for choices because I didn't want to have my characters working for, belonging to and identifying themselves with existing organisations in the game, most notably Arachnos. And the choices I got were to work for, belong to and identify with a few more organisations. And the coveted independence of our characters and ability to pursue their own agendas, morality and goals simply failed to materialise.