History Main / KarmaMeter

20th May '17 11:25:05 AM nombretomado
Is there an issue? Send a Message


* The canceled ''Franchise/{{Ultima}} X'' was planned to use an eightfold karma system similar to ''VideoGame/UltimaIV'' (see below in RPG) where the different morals would frequently conflict. An example the developers gave is a quest where you are tasked with hunting down a thief, and learn that he stole to buy food for his starving family. You could then follow Compassion or Justice by letting the thief go or having him face the punishment for his crime. To further muddle the issue, if you returned the stolen item, you would learn that the quest-giver is not the legitimate owner, which in turn gives the choice between Honor in sticking to the original agreement or Honesty in delivering the item to its proper place.

to:

* The canceled ''Franchise/{{Ultima}} ''VideoGame/{{Ultima}} X'' was planned to use an eightfold karma system similar to ''VideoGame/UltimaIV'' (see below in RPG) where the different morals would frequently conflict. An example the developers gave is a quest where you are tasked with hunting down a thief, and learn that he stole to buy food for his starving family. You could then follow Compassion or Justice by letting the thief go or having him face the punishment for his crime. To further muddle the issue, if you returned the stolen item, you would learn that the quest-giver is not the legitimate owner, which in turn gives the choice between Honor in sticking to the original agreement or Honesty in delivering the item to its proper place.



* The ''Franchise/{{Ultima}}'' series, beginning with the fourth game, [[TropeCodifier codified and popularized]] this concept for {{Western RPG}}s. In ''VideoGame/UltimaIV'', there were ''eight'' Karma Meters, one for each virtue. The Path of Virtue was a type of Secular Humanism. Remarkably, this first use of a karma meter is still one of the very few where the choices are not just between good/evil, but also between different ''types'' of good, as all virtues weren't entirely compatible with each other. The later games in the series played around with this concept some more, introducing alternate virtue systems that were incompatible both with the original one and each other, yet ''still'' all being good.

to:

* The ''Franchise/{{Ultima}}'' ''VideoGame/{{Ultima}}'' series, beginning with the fourth game, [[TropeCodifier codified and popularized]] this concept for {{Western RPG}}s. In ''VideoGame/UltimaIV'', there were ''eight'' Karma Meters, one for each virtue. The Path of Virtue was a type of Secular Humanism. Remarkably, this first use of a karma meter is still one of the very few where the choices are not just between good/evil, but also between different ''types'' of good, as all virtues weren't entirely compatible with each other. The later games in the series played around with this concept some more, introducing alternate virtue systems that were incompatible both with the original one and each other, yet ''still'' all being good.
16th May '17 7:15:30 PM nombretomado
Is there an issue? Send a Message


* The animated webshow ''UnforgottenRealms'' has "Sins of the Unforgotten," which the main character, Sir Shmoopy of Awesometon, gets two of. [[spoiler: The secret behind them is that he gets one for every time he cheats. Whenever Rob (the person controlling Sir Shmoopy) cheats in the game, his character has a heart attack and a mark is made on his wrist. After three marks, his character dies.]]

to:

* The animated webshow ''UnforgottenRealms'' ''WebAnimation/UnforgottenRealms'' has "Sins of the Unforgotten," which the main character, Sir Shmoopy of Awesometon, gets two of. [[spoiler: The secret behind them is that he gets one for every time he cheats. Whenever Rob (the person controlling Sir Shmoopy) cheats in the game, his character has a heart attack and a mark is made on his wrist. After three marks, his character dies.]]
11th Apr '17 3:14:39 PM Strafe2409
Is there an issue? Send a Message


* In ''VideoGame/MetalGearSolidVThePhantomPain'', players have a "Heroism" score, as well as an unseen "Demon" score. Heroism is accrued by completing missions and sidequests, rescuing prisoners, and expanding Mother Base; while Heroism is lost by being caught by enemies, having your Buddy get critically wounded, or having soldiers in your employ die or leave. A high Heroism score attracts highly-skilled volunteers to your army. On the other hand, Demon points are earned by killing soldiers or animals, critically wounding your own comrades, and having wounded enemy soldiers die when attempting to Fulton extract them. The more Demon points you build up, the more demonic your appearance becomes. One of the biggest ways to decrease Heroism and increase your Demon score is to [[NuclearWeaponsTaboo develop nuclear weapons]], while disarming your nuclear arsenal decreases your Demon score and builds up Heroism.

to:

* In ''VideoGame/MetalGearSolidVThePhantomPain'', players have a "Heroism" score, as well as an unseen "Demon" score. Heroism is accrued by completing missions and sidequests, rescuing prisoners, and expanding Mother Base; while Heroism is lost by being caught by enemies, having your Buddy get critically wounded, or having soldiers in your employ die or leave. A high Heroism score attracts highly-skilled volunteers to your army.army, and once you netting 150,000 points of Heroism, you'll gain the "Hero" status, allowing you to infiltrate nuclear-armed [=FOBs=]. On the other hand, Demon points are earned by killing soldiers or animals, critically wounding your own comrades, and having wounded enemy soldiers die when attempting to Fulton extract them. The more Demon points you build up, the more demonic your appearance becomes. One of the biggest ways to decrease Heroism and increase your Demon score is to [[NuclearWeaponsTaboo develop nuclear weapons]], while disarming your nuclear arsenal decreases your Demon score and builds up Heroism.
8th Mar '17 10:32:02 AM nombretomado
Is there an issue? Send a Message


* ''MechWarrior IV: Mercenaries'' has "nobility" and "infamy" scores for your company, representing your reputation as honorable warriors and cut-throat lowlives, respectively. It's virtually impossible to get through the game with ''no'' infamy (or no nobility, for that matter), and it affects only a few optional missions, but it was still nice to know. They also kept track of your recognition by the two major powers. While the nobility and infamy ratings played this trope straight, the faction ratings were actually subversions. Technically, it is possible for players to lock themselves into one faction or the other a mission or two "early" if certain missions are played in a specific order, however on the vast majority of play-throughs, the player will have one specific point where they choose which side to join for the rest of the game, regardless of their prior approval ratings.

to:

* ''MechWarrior IV: Mercenaries'' ''VideoGame/MechWarrior4Mercenaries'' has "nobility" and "infamy" scores for your company, representing your reputation as honorable warriors and cut-throat lowlives, respectively. It's virtually impossible to get through the game with ''no'' infamy (or no nobility, for that matter), and it affects only a few optional missions, but it was still nice to know. They also kept track of your recognition by the two major powers. While the nobility and infamy ratings played this trope straight, the faction ratings were actually subversions. Technically, it is possible for players to lock themselves into one faction or the other a mission or two "early" if certain missions are played in a specific order, however on the vast majority of play-throughs, the player will have one specific point where they choose which side to join for the rest of the game, regardless of their prior approval ratings.
11th Feb '17 2:40:13 PM SteveMB
Is there an issue? Send a Message

Added DiffLines:

* ''TabletopGame/RedDragonInn'' has a paladin character, Serena the Pious, whose "Piety Meter" is affected by her cards and actions. Her paladin abilities get less effective when her Piety level goes down.
12th Jan '17 3:20:48 PM superkeijikun
Is there an issue? Send a Message

Added DiffLines:

* In ''VideoGame/MetalGearSolidVThePhantomPain'', players have a "Heroism" score, as well as an unseen "Demon" score. Heroism is accrued by completing missions and sidequests, rescuing prisoners, and expanding Mother Base; while Heroism is lost by being caught by enemies, having your Buddy get critically wounded, or having soldiers in your employ die or leave. A high Heroism score attracts highly-skilled volunteers to your army. On the other hand, Demon points are earned by killing soldiers or animals, critically wounding your own comrades, and having wounded enemy soldiers die when attempting to Fulton extract them. The more Demon points you build up, the more demonic your appearance becomes. One of the biggest ways to decrease Heroism and increase your Demon score is to [[NuclearWeaponsTaboo develop nuclear weapons]], while disarming your nuclear arsenal decreases your Demon score and builds up Heroism.
3rd Jan '17 4:00:06 PM Ferot_Dreadnaught
Is there an issue? Send a Message


** Renegades tend to be more [[AntiHero edgy]], [[BadAss tough]], and [[ChaoticNeutral morally]] [[NeutralEvil ambivalent]], preferring [[MightMakesRight to go in all guns blazing]], [[HumanityIsSuperior and a "humans come first" view to galactic politics]], favouring the Alliance and [[YourTerroristsAreOurFreedomFighters Cerberus]]. Renegades are [[{{Determinator}} ruthless]], [[CombatPragmatist pragmatic]], and they get the job done [[IDidWhatIHadToDo no matter what]].

to:

** Renegades tend to be more [[AntiHero edgy]], [[BadAss edgy, tough]], and [[ChaoticNeutral morally]] [[NeutralEvil ambivalent]], preferring [[MightMakesRight to go in all guns blazing]], [[HumanityIsSuperior and a "humans come first" view to galactic politics]], favouring the Alliance and [[YourTerroristsAreOurFreedomFighters Cerberus]]. Renegades are [[{{Determinator}} ruthless]], [[CombatPragmatist pragmatic]], and they get the job done [[IDidWhatIHadToDo no matter what]].



* ''VideoGame/OgreBattle'' has three Karma Meters. One is the standard good-vs-evil Alignment trait, and each soldier has it. Each soldier also has Charisma, which represents how {{Badass}} they look (kill enemies above your level, you look awesome, kill much weaker foes, you just look like a thug). These traits are used to determine what classes a unit can change into. The third meter, called Chaos Frame, is your revolution's reputation as a whole, is affected by a whole raft of things, and determines what characters will join you and what ending you'll get.

to:

* ''VideoGame/OgreBattle'' has three Karma Meters. One is the standard good-vs-evil Alignment trait, and each soldier has it. Each soldier also has Charisma, which represents how {{Badass}} badass they look (kill enemies above your level, you look awesome, kill much weaker foes, you just look like a thug). These traits are used to determine what classes a unit can change into. The third meter, called Chaos Frame, is your revolution's reputation as a whole, is affected by a whole raft of things, and determines what characters will join you and what ending you'll get.
9th Dec '16 12:18:10 PM DonPiano
Is there an issue? Send a Message

Added DiffLines:

** The game's save files have hidden "Murder Level" (MDR) flags that range from 0 to 16. They indicate the player's progress through a [[KillEmAll Genocide Run]] if one had been started during the saved game. They also indicate story branches for aborted Genocide-type Neutral runs, including [[spoiler:the Near-Genocide a.k.a. Alphys ending which is achieved if less than 40 Hotland encounters are killed before moving on to Mettaton NEO, therefore MDR stops at 14. In this ending, [[{{Adorkable}} Alphys]] picks up the phone right after Sans starts the call. She states that she takes care of what is left of the underground, hates the protagonist yet has been made a better person because of them, still doesn't want to talk about [[GoneHorriblyWrong her past mistakes]], then ends by saying "[[OOCIsSeriousBusiness I should have killed you]] [[TookALevelInBadass when I had the chance!]]"]]
6th Dec '16 11:33:14 AM Morgenthaler
Is there an issue? Send a Message


* ''VideoGame/KingsQuest2015'' features three possible routes for karma which could be summed up as the virtues of "[[{{Badass}} bravery]]", "[[NiceGuy compassion]]" and "[[GuileHero wisdom]]". There's usually more than one way to resolve a problem during the game's flashback sequences, leaning towards one of these virtues, and the one Graham chooses most often influences how characters react to him (some characters are more receptive to displays of a particular virtue and others less so), and also influences Gwendolyn, his granddaughter, and how she behaves in her own story.

to:

* ''VideoGame/KingsQuest2015'' features three possible routes for karma which could be summed up as the virtues of "[[{{Badass}} "[[NervesOfSteel bravery]]", "[[NiceGuy compassion]]" and "[[GuileHero wisdom]]". There's usually more than one way to resolve a problem during the game's flashback sequences, leaning towards one of these virtues, and the one Graham chooses most often influences how characters react to him (some characters are more receptive to displays of a particular virtue and others less so), and also influences Gwendolyn, his granddaughter, and how she behaves in her own story.
6th Nov '16 7:38:53 PM thatother1dude
Is there an issue? Send a Message


* ''VideoGame/FalloutNewVegas'' retains the karma meter from 3, and it adds a faction system similar to 2. The karma meter, however, really doesn't do much; one companion will leave you if it gets too low, and it influences the ending, but that's it. It's also nearly impossible to drop below "Very Good", since killing feral ghouls and Powder Gangers who will attack you regardless of alignment will give you good karma. It's possible to make the Powder Gangers like you enough to leave you alone, but not the feral ghouls.

to:

* ''VideoGame/FalloutNewVegas'' retains the karma meter from 3, and it adds a faction system similar to 2. The karma meter, however, really doesn't do much; one companion will leave you if it gets too low, and it influences the ending, endings cutscenes, but that's it. It's also nearly impossible The AllianceMeter is far more important. It actually takes a considerable effort (generally through stealing own items if you don't want to drop below affect alignment) for your karma to be anything besides "Very Good", since as you get loads of good karma for killing feral ghouls and Fiends, [[HardcodedHostility which always attack you]], and Powder Gangers who will attack you regardless of alignment will give you good karma. It's possible Gangers, which you're likely to make be on the Powder Gangers like you enough to leave you alone, but not the feral ghouls.bad side of.
This list shows the last 10 events of 132. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.KarmaMeter