Wednesday, 23 March 2016

Interactive Narrative - Gameplay (THE WOLF AMONG US)

Week 5 - Day 4 (24/3/2016) (Edited for final submission - 13/4/2016)

The question for this week's gameplay of The Wolf Among Us is...3. How does morality influence the choices you make in the game?

Morality is tricky as it's subjective to personal opinion and external influences. The way I play the game is to be as honest and empathetic as possible, although the choices I make are played through with the character's distinctive personality, as in: I probably wouldn't have been as rude or as forceful as Bigby when dealing with Woodsman but I shouldn't have expected Bigby, as the sheriff, to be as placate as me in that situation.

Bigby is a rather aloof character at first glance but I feel that my choices, as the player, helps mellow him out so that he warms, ever so slowly, to the people he seems familiar with. He was pretty chill with Colin, whom we'd found sleeping on his couch, by the end of their conversation.

"Often, the result is that only extreme moralities - flawless good or evil - are substantially rewarded. Playing any sort of middle-ground is a poor decision, from a gameplay perspective." (Gamasutra - Ethical Dilemmas and Dominant Moral Strategies In Games.) I agree with this because I've noticed that as I played my sense of morality occasionally made me miss opportunities. I feel that if I'd been more quick with my answers or questions, or even in taking on more of Bigby's personality into my decision-making, I would've been able to find out more about certain non-playable characters within the game.

Because I'm playing how I would personally make these choices, I feel more involved with the game especially when it comes to the growing companionship between Bigby and Snow. Because of this I feel like I have a bigger stake at wanting to solve the case as well as keep relations between these two characters as amiable as possible, if not more romantically inclined. While I don't go out of my way to make Bigby sound assured about who the suspects could conceivably be and, in turn, assure Snow, I do my best to make Bigby as encouraging as possible towards Snow, although it helps that she seems just as taken by Bigby as he is of her. "Non­player characters can react according to a player's reputation." (Gamasutra - Moral High Scores.) In this case, even though you're playing as the "big, bad wolf" of Fabletown which, in and of itself spells bad news, it doesn't always need to be reflected or be true. The relationship between Bigby and Snow proves this.

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