Published on August 20, 2022 at 10:00 PMMarcos Henrique2 tags
There have been examples of 'morality systems', or 'karma systems', present in video games since the mid-1980s. As games evolved into the 21st century, so did the complexity of the more psychologically-oriented mechanics that were present in many blockbuster titles. For example, 2003's Knights of the Old Republic featured an iconic battle between good and evil, with players walking the line between the Light side and the Dark side of the Force.
Since then, the concepts of player choice, multiple endings, consequence systems, and karma have been well explored by developers. Over the last twenty years, there have been games that, at their core, allow players to determine exactly how the story's events will unfold, based entirely on the nature of the decisions they make. It's one of the most immersive game mechanics, giving players the ability to truly become good or evil.
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Find out what are the 5 best games with karma systems
Metro
For a while, players were able to traverse the bleak and post-apocalyptic setting of Metro without even realizing that a karma system was present. However, first seen in Metro 2033, the karma system in this franchise is known as 'moral points'. For better or worse, players acquire negative or positive moral points based on decisions made at certain crucial points in the story.
Unfortunately, there's no real indication that these choices have an impact on the story, not until it's potentially too late. They're the driving force behind the ending the player receives after completing the story, and apart from brief flashes of light on screen when a choice is made, moral points are a completely secret mechanic. Most of the time, many of these moral points are acquired through minor actions, and unless a player uses a guide, they'll probably never discover all of them.
Fallout: New Vegas was the last title in the franchise that featured a karma system, much to the dismay of Fallout fans. It was a key mechanic in the Fallout titles, or so it was thought, until 2015's Fallout 4 was released without one. In the series, it adds a bit more weight to decisions, grants a karma-based title to players, and can affect how certain factions or people interact with them. In New Vegas, the karma system remained relatively unchanged from its predecessor, Fallout 3.
It's quite obvious in Fallout: New Vegas which decisions will lead to negative karma. Most of the time, it's an easy system to manage, since clearly "bad" decisions will mark the karma meter, while anything good will push it back up. It's not as clever a system as in other games, but it's a good and solid example of basic karma mechanics.
https://www.youtube.com/watch?v=l-x-1fm2cq8
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Red Dead Redemption 2
First seen in 2010's Red Dead Redemption, the karma system in RDR2 is relatively the same, boasting a karma meter back to basics. In Red Dead Redemption 2, the karma system was developed a bit more, contributing to the game's ending in quite an important way. Throughout the story in RDR2, players will discover various moments that will send their karma one way or another, and as they explore the open world, they'll find many minor and less impactful decisions to make.
In RDR2, the karma system can influence how NPCs in the world will react to the player's character. If the karma meter swings too far in one direction or another, it will lock certain interactions and sub-characters behind a locked door, never to be seen unless that karma meter is addressed. It's a long and arduous journey through the world of Red Dead Redemption 2, and by the end, players understand that every choice really matters.
https://www.youtube.com/watch?v=gmA6MrX81z4&t=2s
Fable 2
Every Fable title featured a rather comedic karma system, but Fable 2 is often considered by fans as the franchise's standout choice. In Fable 2, the many decisions a player must make and minor actions that include what they eat and how they communicate with NPCs have a determining impact on this karma system. As the game unfolds, this karma system will decide what the player's character looks like, in a rather clever way.
For example, if a player following a generally 'good' path were to explore a diet mostly consisting of meat, they would assume the appearance of a well-built angelic character. It's a deep-rooted system that will influence how the inhabitants of the open world found in Fable 2 interact with the player, from heavy story missions to street comments.
https://www.youtube.com/watch?v=5pouqKKjh_M
inFamous: Second Son
In the superpower-fueled Infamous franchise, a karma system has always been present. However, in inFamous: Second Son, from 2014, the choices made by the player and the very nature of how they play will lead to two dramatically distinct endings. From wielding incredible power and oppressing a city to becoming an iconic savior of those under the control of government agents, the player can follow one of two paths with their gameplay.
It's certainly a relatively basic offering, but as karma systems go, it's organic, easy to understand, and makes sense. It's really a clean battle of good versus evil, but that's all it needs to be, it's not complicated, and it contributes perfectly to obvious, though somewhat predictable, endings for either end of the spectrum.