You know, this has always bugged me in video games. Being “good” *should *net worse material results than the morally dubious choices, as happens in real life. The reason there aren’t that many good people out there is that always being good is fricking hard.
Being selfless means you don’t keep the good stuff for yourself. Being honest means getting screwed over time and again when one’s honesty is taken advantage of. Self-sacrificing should cost you something, else it’s not sacrificing at all (this comment brought to you by Captain Obvious).
Being good should be a long, hard, unrewarding road - yet be its own reward on purely moral grounds and repercussions. I.e. NPCs reunited with their loved ones, towns flourishing, everyone being that little bit happier as you ride into the sunset, that sort of thing.
If being good *also *nets your the +30 sword of buttkicking, then there’s little point in not being good, is there ? Besides wanting to give the Dark Side a spin for the evulz, of course.
Yet in most games, that paradigm is completely reversed : being a self serving asshole generally nets you either just as much and often *even less *stuff than being Sir Rainbow Puppylover, not to mention ignoring some urchin’s famished plea (and the QUEST!! he gives) also sets you back experience-wise. Thus, bastards are inherently punished by the game. That ain’t right.
The paradigm should, generally, be thus : be a nice bloke and get fuck all gameplay/monetary/lewt advantage during the game BUT get the nicer endings, touching scenes & closure ; or be a douche, get lotsa toys and a generally easier way but end with the crummy karma-bites endings.
On the contrary ! Choices should affect things long term, preferably in unpredictable ways. If the big moral dilemma you face during a quest/mission lies solely within the confines of the NPCs involved and the immediate rewards of that quest, then it’s not much of a dilemma, is it ? All you have to do is save, solve the quest each and every way, check the rewards, reload, pick whichever option hands out the one you want, go on your merry way.
This is what I loved about* The Witcher* : each chapter of the story featured a couple of non-obvious (at least the first time around) decision nodes which triggered some unforeseen result much later down the road. And not fluffy results, either : for example, going down one early path kills off a major quest giver out of nowhere in the next chapter, while going down the other means you’ll have to wait much longer before you can upgrade your weapons.
The end result is that you weigh your options and agonize over your decisions that much harder, because you know that, good or bad, any of your deeds can bite you in the ass some day.
Finally, karma meters have got to go. They’re asinine, they get in the way of role-playing, and I’ve yet to see a game where they accomplish anything besides strong-arming the player to go all out one way or the other, thus becoming silly caricatures.