DOF_power said:
Well I applaud you post, but some players truly can't deal with moral grayness.
I can't deal with badly designed quests that feel artificial and have a misplaced sense of moral right and wrong.
Seriously, let's stop calling The Family quest 'morally gray' in the game because we're giving it credit that Bethesda doesn't - they clearly rate helping The Family as morally good, and killing them (despite their crimes against humanity) as morally evil.
I'd LOVE for the issue to be morally gray, but Bethesda seems unable to do that. You can save Megaton, home of mostly candy coated good people, or you can help the ridiculously evil Burke.
You want morally grey? Hmm...
Let's take The Family quest and convert it into something better.
Let's see... you discover Arethu, and find the town slowly starving to death. Their Brahim were recently stolen, and you're quested with finding the Brahmin and returning them.
You search out the thieves, and discover another small town XYZ that has discovered a way to produce important medicine with Brahmin milk. They are trading away this medicine to other towns, and hadn't realized anyone owned the Brahmin.
You can:
1. Kill them and return the Brahmin
2. Decide their actions, goals, and overall positive impact on the wasteland outweighs the hunger of the small town of Arethu.
3. With high intelligence and charisma, convince them to either:
a) return the Brahmin
b) return some of the Brahmin
c) send some of their trade proceeds to Arethu
4. With high charisma, Go back to Arethu and convince them to settle elsewhere
Without high intelligence, town XYZ will refuse to return the cattle, as they believe their medicine is too important.
Without high charisma, you can't convince the weathered souls at Arethu that they should move.
Thus, without certain stats you're forced into making a major decision that totally impacts these (and possibly other) towns, though with high intelligence/charisma you might be able to come up with a comprimise that limits some of the negative (and positive) impacts.
End Game: If Arethu doesn't end up with their cattle, or part of the proceeds, or move, they end up dying off.
If you cause the medicine to stop being produced, a small plague takes out Megaton and Rivet City.
Etc. I'm making this up off the top of my head, but the point is - this is what morally 'gray' feels like. No decision is perfect. No decision makes everything right.
Getting good karma for enabling a protection racket between a victimized town (with slaughtered Brahmin) and their oppressors is NOT morally gray, it's pure stupidity.
I swear, it's like Vance has 15 charisma and convinces YOU that it's a good idea to give him bloodpacks and walk away, trusting him to protect the citizens of Arethu, despite the fact that you know he's bat shit insane and willing to kill for blood.
Sure, because Bethesda makes the plot so goofy (protection racket for blood packets) one could argue there is some 'good' in this outcome, but only if you ignore all the stupidity (psuedo-vampires in the wasteland, trusting vance, a kid that murders his parents because of 'the hunger')... i mean, seriously, if it was a movie you'd be throwing popcorn at the screen it's so stupid. At least The Lost Boys really were vampires.
EDIT TO ADD:
I designed the above quest in the few minutes it took me to type the post. Bethesda had years to design this game. And the best they could come up with is junk like 'go get irradiated and tell me what it feels like'.
It's junk. I enjoy playing the game because I like exploring and some of the dungeons have cool self-contained stories, but the quests themselves are garbage.