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Cyberpunk 2077 Will Not Have A Morality System, CDPR Confirms.

IbizaPocholo

NeoGAFs Kent Brockman

At E3 2019, we got the chance to interview quest director Mateusz Tomaszkiewicz. When we asked Tomaszkiewicz if the fact that the game will let players play through all of it non-lethally means that there will be a morality system, he said that there’s no real system to determine good and evil choices, and that non-lethal playthroughs are instead dependant on how much you choose to invest in your character’s capabilities in that area.

“We don’t have a moral system per se,” Tomaszkiewicz told GamingBolt. “However, to complete it non-lethally you have to be very good at stealth. Invest in points that allow you to stealth better, use weapons that will allow you to incapacitate the enemy instead of killing them, to make the moral choices that will allow you to avoid killing people throughout the game.”
 

Ivellios

Member
This is nice, but i would like to know if there is a difference between completing a mission lethal or non lethal, like Deus Ex and Dishonored.

I would prefer if they dont change the ending or rewards for those who go the lethal route.
 

Kadayi

Banned
Good. I've never been a fan of external judgement systems. Actually quite intrigued by the idea of a non lethal playthrough, especially if it involves a lot of talking your way though things. I think that, maybe combined with minimal enhancements seems like quite a compelling approach to undertake.
 
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Teslerum

Member
It would have been a surprise if it did.

I mean CD Projekt never did them and they havent been relevant for years in wrpgs.
 
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TeamGhobad

Banned
They confirmed this about a year ago on their official forum:

"We won't do an arbitrary morality meter for Cyberpunk. We try to handle these things in a more organic way, by tracking choices you make, and how they affect the people you interact with.
So a ganger on the other city of the city won't care if you told a fixer to fuck off, but the fixer might remember (or maybe they know each other, so now you got a whole new situation on your hand). Basically, we try to keep it as true to life as possible. "



I think its great. That meter is stupid kinda ruined RDR2 for me.
 
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I agree with this. Morality meters are dumb, lazy, manichaean absolutist bullshit. Kindergarten morality. Much better approach is you make a decision and it affects the world in this way, it affects these characters in this way. The game itself is the meter.

My goodness this game is just by far and away the most interesting thing in the video game culture pipeline.
 

Teslerum

Member
My goodness this game is just by far and away the most interesting thing in the video game culture pipeline.

Uhm, yeah its good.
But again is this unexpected?

No Witcher game used a morality system and morality systems haven’t been that relevant in wrpgs for nearly a decade.
 
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Uhm, yeah its good.
But again is this unexpected?

No Witcher game used a morality system and morality systems haven’t been that relevant in wrpgs for nearly a decade.

Hmm, true. One of the best things about the Witcher series was that so many of the decisions were morally grey and had hidden consequences. Maybe I'm just an old man who remembers Bioware RPGs too well. But I can also think of Dishonored 2 as an example of a fairly recent game that morally admonishes and punishes the player in a generic world state way just by choosing to use some of the game's core mechanics. In today's cultural climate I can easily imagine morality meters being an overt means to enforce the 'correct' world view or being an extremely easy shortcut to critique ('the game awards positive karma for slaying my holy cow! Highly problematic.')
 

Paltheos

Member
I'm also... relieved? I hadn't considered the possibility of a morality system in Cyberpunk considering the studio's track record.

Yeah, most of these tend to be pretty black-and-white bullshit. Even the latest SMT game fell to a pretty bleak law vs chaos system although not as bad as Mass Effect or Infamous in the outcomes anyway.

Some of these can be interesting though. Growlanser III has an interesting role-playing system that locks you out of certain dialogue options depending on the personality of your character. You can steer him in certain directions but you can't outright say whatever you want whenever you want.
 

Hudo

Member
Good decision on CDPR's part. However, it would've been funny as hell if players who always acted moral got screwed over at the end of the game (bad ending) because that's just how Night City is. But I think having no morality system is the best choice here.
 

hboyce1

Neo Member
I'm fine with this. The only time I truly enjoyed a morality system in a game was Fallout 3, which worked splendidly.
 
One thing that always bugged me about the Mass Effect series is that I had to be a begrudging human supremacist if I wanted to go Renegade. I want to party with my boy Garrus, and throw little shits out of buildings when they mouth off to me.
 

mcz117chief

Member
Very good. I don't think it is fair for my gameplay to be judged by other people's standards. The Mass Effect version worked ok mostly because it was a very clear option between being a total jerk/murderer and paragon of virtue/white knight.
 

Neff

Member
I won't miss being inexplicably attacked by a character I've never met because he heard I was bad and he's good.

Let me be an enigma.
 

somerset

Member
God- every *dribbler* misunderstands what a morality system actually is, and why it only applies to certain types of fiction.

In GTA the morality system is baked into the world- do a crime and civilians and police respond. If there was no morality, as the mouth breathers in this thread proclaim is *good*, GTA would have no police or response to chaotic acts. In other words it would be like living in the poor areas of Mexico or Brazil.

Some people are natural born *psychopaths*. Those crying about game judgements have pretty much identified themselves as such. Why else would Dishonored (1) come under attack.

However, some RPG games spin in other directions- just as some shows/films about crime/criminals do *not* have constant reference to the police, or major police characters in the cast.

No-one thought Cyberpunk was going to be whether you are a 'good' or 'bad' person in a simple constantly measured sense. Instead there will be the usual baked in morality tales CDPR is so good at.

But in a game like Skyrim, *not* punishing theft would be a massive mistake- in Fallout 3 the good/bad meter was designed to allow one to monitor one's own character progression.

Those in this thread who say "I do not want to be judged" are the very types we should be judging- and very closely to. *Not* because what happens in fantasy can every be wrong- it cannot. But because these real life people, by hating judgement wholly within the fantasy world (where it is internally consistent) are proving they cannot distinguish between fantasy and reality.

If I play as a *bastard* in a game, and the game turns around at the end and sez "you (your avatar) is a bastard" I say "thanks for noticing". Anything else would be bad coding and a pointless experience.

Yet *psychopaths* will scream their outrage at moral judgements even in a wholly synthetic environment. They want to think the rest of us don't notice their psychopathy, and hence they can get away with very scary behaviours in the real world too.

Take to an exterme "I've just dropped an American nuke on Tehran murdering in excess of one million Humans, but that doesn't make me a bad person". And today, the US armed services are looking to employ hundreds of thousands of American psychopaths who think like this.

PS I've always thought video games are an excellent tool for truly identifying psychopaths. I usually play 'good', but if I role-play 'bad' I hope the game has well coded paths to fully spin a narrative that recognises that path as well.

In Witcher 3 I played 'good' yet got the 'bad' ending- and my only response was a carefully pondering of why CDPR judged my particular choices that way. In real life the *same* complications occur when we can try to make good choices, yet find ourselves misunderstood by those that judge us. I certainly never ranted "how dare CDPR judge me" like all those dribblers did when getting the 'bad' ending in Dishonored.

The difference bewteen offering a gamer a good/bad meter, and embedding the same within the game's systems is scientifically *identical*- the only difference is how easily you can measure the value at any given moment in the game. A good/bad meter *can* make a gamer somewhat paranoid and self conscious which is why Witcher, Metro, Dishonered etc bury the meter, even tho it still exists.

To better understand Cyberpunk, think Noire Detective fiction. The hard boiled heroes are forever slapping the dames, threatening informers, and pulling out their gun. But in reality they are modern knights of *absolue* justice, working harder to push that needle against ultimate good than any other player. Yet dribblers like these men cos they think they represent shades of grey.

Geralt is 100% in the mould of Philip Marlowe- tho I wouldn't expect the illiterates who moaned about Dishonored to know this.

But will you be able to play a true immoral bastard in Cyberpunk? That's the *real* question. And that is *only* possible if the game *does* implement a morality system. Since CDPR has said no morality system, expect another baked geralt-type narrative, where you *must* be a fundamentally good guy who can make less good choices but no more than that.
 
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stickkidsam

Member
I'm glad it doesn't have a morality system, but man would it be nice to have the game's story change as you go. Instead of telling you what type of choice you're making, let the results of your actions speak for themselves.
 
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