Fallout 3: Gathering Good Karma

It was determined by your good or evil actions though, regardless of whether they were witnessed by anyone who survived. It was a gauge of how the character was played. As it should be, and seems to be in FO3.

Yes, but that was probably more a case of technical limitations and time constraints of not being able to implement the variable of whether you were seen or not properly. In Fallout 3, they took a flawed implementation of a mechanic that measures how respected you are (see the very description) and turned it into a mechanic that measures whether you are "objectively" good or evil. As it shouldn't be.
 
Surely if you role play properly in the game, none of this matters. I mean if I set out to be a bad guy, then I will remain a bad guy right to the end of the game. People in the real world who have led evil lives, do on occasion, 'see the light' and change their ways. However the timeframe for this game is not a lifetime so it would be pretty odd for someone in the space of a few months to flit about the differrent reaches of karma. Just because a game mechanic is there and you can see how it can be abused to prove how ridiculous it is, dosn't mean you have to. Pretty silly thing to do, especially if it is going to spoil your enjoyment of the game.
 
Dialogue option limitation is a way to force player only to role play one of the characters that designers want. Like in Mass Effect where I tried to play a character who doesn't care about anyone but isn't stupid moron so choose diplomatic dialogue options. It was possible to unlock both red and blue responses but not as quickly as when play one of the "right" ways and only due to system which was counting good and bad actions separately.
 
Ausir said:
Yes, but that was probably more a case of technical limitations and time constraints of not being able to implement the variable of whether you were seen or not properly. In Fallout 3, they took a flawed implementation of a mechanic that measures how respected you are (see the very description) and turned it into a mechanic that measures whether you are "objectively" good or evil. As it shouldn't be.
Let's be honest. No matter how it's described, the karma system that Fallout 3's is being based on was an objective measurement of good and evil. It's as good a place as any for them to start from for their first fallout game.
 
mandrake776 said:
Let's be honest. No matter how it's described, the karma system that Fallout 3's is being based on was an objective measurement of good and evil. It's as good a place as any for them to start from for their first fallout game.
Is killing a raider a good deed? Can anybody say that corpse-eating is "objectively" bad? Is destroying Enclave full of innocent, not-blood-thirsty inhabitants good? Is killing every Vault City citizens bad even if it makes ghouls from Gecko safer? Is killing ghouls from Gecko bad if it stops them to poison Vault City water supplies (I know there is another way, but it's only approachable if main character has got certain skills)? Killing Master, the only one man in the Wastes who had plans to save fallen world (flawed unfortunately), is something really bad.

Fallouts were never about playing "objectively" good/bad character but you were perceived as good or bad by its world inhabitants.
 
Jim Cojones said:
Is killing a raider a good deed? Can anybody say that corpse-eating is "objectively" bad? Is destroying Enclave full of innocent, not-blood-thirsty inhabitants good? Is killing every Vault City citizens bad even if it makes ghouls from Gecko safer? Is killing ghouls from Gecko bad if it stops them to poison Vault City water supplies (I know there is another way, but it's only approachable if main character has got certain skills)? Killing Master, the only one man in the Wastes who had plans to save fallen world (flawed unfortunately), is something really bad.

Fallouts were never about playing "objectively" good/bad character but you were perceived as good or bad by its world inhabitants.
Yet you got good or bad karma for any of those things, meaning the game always had an objective definition of good and bad.
 
Jim Cojones said:
Is killing a raider a good deed? Can anybody say that corpse-eating is "objectively" bad? Is destroying Enclave full of innocent, not-blood-thirsty inhabitants good? Is killing every Vault City citizens bad even if it makes ghouls from Gecko safer? Is killing ghouls from Gecko bad if it stops them to poison Vault City water supplies (I know there is another way, but it's only approachable if main character has got certain skills)? Killing Master, the only one man in the Wastes who had plans to save fallen world (flawed unfortunately), is something really bad.

Fallouts were never about playing "objectively" good/bad character but you were perceived as good or bad by its world inhabitants.
mandrake776 said:
Yet you got good or bad karma for any of those things, meaning the game always had an objective definition of good and bad.

Which is a flaw in the whole karma system. How one sees an action depends on who one is; Fallout 2 which used a Faction system in addition to the karma system improved on Fallout in that regard.

So 10 years later with better tech and Beth is going to use a system that was flawed to start with?!? :shock: Why on earth wouldn't they go with the Faction system actually fits what they say Radiant AI does?
 
Faction system in Oblivion was pointless, there was never a real antagonism between factions,O and Radiant AI was broken and didn't deliver what was promised
 
mulaalia said:
Faction system in Oblivion was pointless, there was never a real antagonism between factions,O and Radiant AI was broken and didn't deliver what was promised

Guess I wasn't clear... I meant the faction system in Fallout 2; which I believe they have the code to. If they had used that to fix/fill some of the holes in the system Oblivion used.....
 
mandrake776 said:
Jim Cojones said:
Is killing a raider a good deed? Can anybody say that corpse-eating is "objectively" bad? Is destroying Enclave full of innocent, not-blood-thirsty inhabitants good? Is killing every Vault City citizens bad even if it makes ghouls from Gecko safer? Is killing ghouls from Gecko bad if it stops them to poison Vault City water supplies (I know there is another way, but it's only approachable if main character has got certain skills)? Killing Master, the only one man in the Wastes who had plans to save fallen world (flawed unfortunately), is something really bad.

Fallouts were never about playing "objectively" good/bad character but you were perceived as good or bad by its world inhabitants.
Yet you got good or bad karma for any of those things, meaning the game always had an objective definition of good and bad.
Read the past few pages of this thread, this has already been discussed here, and a couple times if I'm not mistaken. Progress the conversation, don't loop it back into itself.
 
In Fallout 1, the stat known as Karma in FO2 and FO3 was simply named "Reputation", and Karma was just the name of the character sheet tab that covered reputation and karmic traits like childkiller. It was only renamed in FO2 to avoid confusion with town reputations. "General Reputation", with the system taking into account stuff like whether you were seen or not.
 
Ausir said:
In Fallout 1, the stat known as Karma in FO2 and FO3 was simply named "Reputation", and Karma was just the name of the character sheet tab that covered reputation and karmic traits like childkiller. It was only renamed in FO2 to avoid confusion with town reputations. "General Reputation", with the system taking into account stuff like whether you were seen or not.

So this works the same as a general reputation score. Is it that it's called karma that makes it bad?
 
mandrake776 said:
So this works the same as a general reputation score. Is it that it's called karma that makes it bad?

You misunderstood. It worked as a general reputation score.

In Fallout 3, you can lose or gain karma for doing good or evil things no matter if someone saw you do the act or not. It is comparable to - say - the alignment system in Planescape: Torment, showing a kind of inner karmic balance, it's not really comparable to how Fallout 1/2 did it.
 
Brother None said:
You misunderstood. It worked as a general reputation score.

In Fallout 3, you can lose or gain karma for doing good or evil things no matter if someone saw you do the act or not. It is comparable to - say - the alignment system in Planescape: Torment, showing a kind of inner karmic balance, it's not really comparable to how Fallout 1/2 did it.
Yeah, that's how it is in Fallout 1 and 2. I'm not seeing a difference here.
 
mandrake776 said:
Yeah, that's how it is in Fallout 1 and 2. I'm not seeing a difference here.

Literally 3 posts above here Ausir explains how that is not how it was in Fallout 1, and that Fallout 2 added reputation when they shifted the meaning of karma.

Dude. Literally 3 posts. What?
 
Brother None said:
Literally 3 posts above here Ausir explains how that is not how it was in Fallout 1, and that Fallout 2 added reputation when they shifted the meaning of karma.

Dude. Literally 3 posts. What?
I'm sorry, are you disputing the "no one saw it, yet it contributes to my karma/reputation" being the way it worked in Fallout? Does it matter whether it's called reputation or karma?
 
mandrake776 said:
I'm sorry, are you disputing the "no one saw it, yet it contributes to my karma/reputation" being the way it worked in Fallout?

Disputing? If I managed to get past Darkwater and lockpick his safe, no one cared. Stole the necklace for the Thieves Guild? No karma hit. That's how it worked in Fallout. That's not how it works in Fallout 3.

Of course Fallout never had a very good way of dealing with killings in this sense, but that was more limitations of the time than anything.

mandrake776 said:
Does it matter whether it's called reputation or karma?

No, it matters what it is, not what it's called.
 
Brother None said:
Of course Fallout never had a very good way of dealing with killings in this sense, but that was more limitations of the time than anything.
It's lazy implementation if it's not supposed to be an objective measure of actual karma. It's lazy enough that I always thought it was intended to be a measure of actual karma, which is why I don't have a problem with this, I guess.
 
In FO1 and 2, you never lost Reputation/Karma for stealing (since if you were successful, it meant you weren't seen). In FO3 you do. The implementation of karma for killing was flawed though.
 
Ausir said:
In FO1 and 2, you never lost Reputation/Karma for stealing (since if you were successful, it meant you weren't seen). In FO3 you do. The implementation of karma for killing was flawed though.
That's just plain stupid.
Like in real life... I'm not getting autoscript-angry at my friends if they steal something from me, except if I catch them doing it.
 
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