History Main / KarmaMeter

6th Nov '16 7:38:53 PM thatother1dude
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* ''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.

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* ''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.
23rd Sep '16 8:38:16 PM Necrodomo
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* In the ''[[NexusWar]]'' series every character has a Morality score, adjusted in small or large ways by most of the actions they can take. The Elder Power [[KnightTemplar Namm]], the god of justice and morality, maintains the Karma Meter and requires that Angels stay on the side of Good to keep using their powers. His archrival [[ManipulativeBastart Tlacolotl]] ''also'' pays attention to it, requiring that Demons remain Evil to use ''their'' powers. [[Spoiler:It's a trap. Namm defines "Good" as whatever will help him win the war no matter who gets hurt, and Tlacolotl is all too willing to egg his enemy on so long as Namm's zealotry produces an unending stream of wounded souls willing to turn demon for vengeance. Player characters have shed a great deal of blood, ink and tears trying - often unsuccessfully - to find definitions of good and evil that don't simply play into the agendas of the aforementioned deities.]]

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* In the ''[[NexusWar]]'' series ''[[NexusWar Nexus Clash]]'', every character has a Morality score, adjusted in small or large ways by most of the actions they can take. The Elder Power [[KnightTemplar Namm]], the god of justice and morality, maintains the Karma Meter and requires that Angels stay on the side of Good to keep using their powers. His archrival [[ManipulativeBastart [[ManipulativeBastard Tlacolotl]] ''also'' pays attention to it, requiring that Demons remain Evil to use ''their'' powers. [[Spoiler:It's [[spoiler:It's a trap. Namm defines "Good" as whatever will help him win the war no matter who gets hurt, and Tlacolotl is all too willing to egg his enemy on so long as Namm's zealotry produces an unending stream of wounded souls willing to turn demon for vengeance. Player characters have shed a great deal of blood, ink and tears trying - often unsuccessfully - to find definitions of good and evil that don't simply play into the agendas of the aforementioned deities.]]
23rd Sep '16 8:34:19 PM Necrodomo
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* In the ''[[NexusWar]]'' series every character has a Morality score, adjusted in small or large ways by most of the actions they can take. The Elder Power [[KnightTemplar Namm]], the god of justice and morality, maintains the Karma Meter and requires that Angels stay on the side of Good to keep using their powers. His archrival [[ManipulativeBastart Tlacolotl]] ''also'' pays attention to it, requiring that Demons remain Evil to use ''their'' powers. [[Spoiler:It's a trap. Namm defines "Good" as whatever will help him win the war no matter who gets hurt, and Tlacolotl is all too willing to egg his enemy on so long as Namm's zealotry produces an unending stream of wounded souls willing to turn demon for vengeance. Player characters have shed a great deal of blood, ink and tears trying - often unsuccessfully - to find definitions of good and evil that don't simply play into the agendas of the aforementioned deities.

to:

* In the ''[[NexusWar]]'' series every character has a Morality score, adjusted in small or large ways by most of the actions they can take. The Elder Power [[KnightTemplar Namm]], the god of justice and morality, maintains the Karma Meter and requires that Angels stay on the side of Good to keep using their powers. His archrival [[ManipulativeBastart Tlacolotl]] ''also'' pays attention to it, requiring that Demons remain Evil to use ''their'' powers. [[Spoiler:It's a trap. Namm defines "Good" as whatever will help him win the war no matter who gets hurt, and Tlacolotl is all too willing to egg his enemy on so long as Namm's zealotry produces an unending stream of wounded souls willing to turn demon for vengeance. Player characters have shed a great deal of blood, ink and tears trying - often unsuccessfully - to find definitions of good and evil that don't simply play into the agendas of the aforementioned deities.]]
23rd Sep '16 8:33:51 PM Necrodomo
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Added DiffLines:

* In the ''[[NexusWar]]'' series every character has a Morality score, adjusted in small or large ways by most of the actions they can take. The Elder Power [[KnightTemplar Namm]], the god of justice and morality, maintains the Karma Meter and requires that Angels stay on the side of Good to keep using their powers. His archrival [[ManipulativeBastart Tlacolotl]] ''also'' pays attention to it, requiring that Demons remain Evil to use ''their'' powers. [[Spoiler:It's a trap. Namm defines "Good" as whatever will help him win the war no matter who gets hurt, and Tlacolotl is all too willing to egg his enemy on so long as Namm's zealotry produces an unending stream of wounded souls willing to turn demon for vengeance. Player characters have shed a great deal of blood, ink and tears trying - often unsuccessfully - to find definitions of good and evil that don't simply play into the agendas of the aforementioned deities.
14th Sep '16 10:36:57 AM ThraggLootrippa
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* Perhaps surprisingly for a game where [[VillainProtagonist the entire premise is being evil]], ''VideoGame/{{Overlord}}'' has a karma meter in the form of the "corruption" meter, which essentially gauges whether you're a totally self-serving, AxCrazy, ZeroPercentApprovalRating madman or a NobleDemon VillainWithGoodPublicity who helps out the public to earn their support while on your quest for revenge.
** ''VideoGame/OverlordII'' switches over to a Tyranny system with the extremes of "Destruction" and "Domination." Destruction is AxCrazy mass murderer again, but Domination is less NobleDemon and more cruel slavemaster, treating those around you as tools and pawns -- while using mind control to ensure they ''love you for it''.

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* Perhaps surprisingly for a game where [[VillainProtagonist the entire premise is being evil]], ''VideoGame/{{Overlord}}'' has a karma meter in the form of the "corruption" meter, which essentially gauges whether you're a totally self-serving, AxCrazy, ZeroPercentApprovalRating Evil madman or a NobleDemon VillainWithGoodPublicity who helps out the public to earn their support while on your quest for revenge.
revenge.
** ''VideoGame/OverlordII'' switches over to a Tyranny system with the extremes of "Destruction" and "Domination." Destruction is AxCrazy mass murderer again, but Domination is less NobleDemon and more cruel slavemaster, treating those around you as tools and pawns -- while using mind control to ensure they ''love you for it''. Either route is balanced in an appropriate fashion; Destruction usually gives an large one-time payout, while Domination grants a continuous flow of income and equipment for your Minions. It's the difference between pillaging a town and leaving it a smoking crater, or enslaving all the townsfolk and forcing them to slave for your Evilness for the rest of their lives.
28th Jul '16 1:16:23 PM Morgenthaler
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* ''DragonSlayerIIXanadu'' is another early example of the Karma Meter, released at around the same time as ''Ultima IV''. ''Xanadu'', which [[TropeCodifier codified and popularized]] the trope among early {{Japanese RPG}}s, was also the first known game to refer to it as "Karma", possibly making it the TropeNamer. Each enemy killed is either good or bad, and if the player kills too many good enemies, the Karma statistic will rise, at which point the temples will refuse to level up the player.

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* ''DragonSlayerIIXanadu'' ''VideoGame/DragonSlayerIIXanadu'' is another early example of the Karma Meter, released at around the same time as ''Ultima IV''. ''Xanadu'', which [[TropeCodifier codified and popularized]] the trope among early {{Japanese RPG}}s, was also the first known game to refer to it as "Karma", possibly making it the TropeNamer. Each enemy killed is either good or bad, and if the player kills too many good enemies, the Karma statistic will rise, at which point the temples will refuse to level up the player.
10th Jul '16 10:43:20 AM nombretomado
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* ''VideoGame/DragonAgeOrigins'' is one BioWare game that notably ''[[AvertedTrope doesn't]]'' apply a KarmaMeter. While certain events will only happen if you've picked "good" or "bad" choices, the game still doesn't actually track your morality visibly. The closest thing it has is a [[RelationshipValues friendship meter for each party member]]. Doing bad things will gain the approval of the more evil-inclined party members, and vice versa with the heroic ones.

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* ''VideoGame/DragonAgeOrigins'' is one BioWare Creator/BioWare game that notably ''[[AvertedTrope doesn't]]'' apply a KarmaMeter. While certain events will only happen if you've picked "good" or "bad" choices, the game still doesn't actually track your morality visibly. The closest thing it has is a [[RelationshipValues friendship meter for each party member]]. Doing bad things will gain the approval of the more evil-inclined party members, and vice versa with the heroic ones.
5th Jul '16 2:41:27 PM Jacob175
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* ''VideoGame/TheWhiteChamber'', an indie adventure game, has an interesting karma meter that isn't actually explicitly noted as such. In the lab, there is a blackboard, with chalk lines on it. The number of lines depend on your character answering three particular questions in certain ways, and your character's actions regarding three other things. A blank blackboard gets you the worst ending, one or two gets you the slightly less bad ending, three or more gets you the "good" ending... Getting the max of six? [[spoiler:You get a damn hilarious bonus ending where everyone lives.]] Sorta...[[spoiler:[[RocksFallEveryoneDies Rock Falls, Everybody Dies.]]]]

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* ''VideoGame/TheWhiteChamber'', an indie adventure game, has an interesting karma meter that isn't actually explicitly noted as such. In the lab, there is a blackboard, with chalk lines on it. The number of lines depend on your character answering three particular questions in certain ways, and your character's actions regarding three other things. A blank blackboard gets you the worst ending, one or two gets you the slightly less bad ending, three or more gets you the "good" ending... Getting the max of six? [[spoiler:You get a damn hilarious bonus ending where everyone lives.]] Sorta...[[spoiler:[[RocksFallEveryoneDies Rock Falls, Everybody Dies.]]]][[spoiler:RocksFallEveryoneDies]].



* In ''EpicMickey'', acting heroically will maintain Mickey's modern form, while acting like a Jerk Ass will cause him to revert to his original design... at least, [[WhatCouldHaveBeen that's what would have been]]. Instead, Mickey will attract "Guardians". A sort of FairyCompanion. Mickey will also become more blotty and drippy if you work toward the "evil" side of the Karma Meter, and will drip less if you work toward the "hero" side. The characters walking around also change mannerisms depending on how "Good" you are.

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* In ''EpicMickey'', ''VideoGame/EpicMickey'', acting heroically will maintain Mickey's modern form, while acting like a Jerk Ass will cause him to revert to his original design... at least, [[WhatCouldHaveBeen that's what would have been]]. Instead, Mickey will attract "Guardians". A sort of FairyCompanion. Mickey will also become more blotty and drippy if you work toward the "evil" side of the Karma Meter, and will drip less if you work toward the "hero" side. The characters walking around also change mannerisms depending on how "Good" you are.



* The kill counter in ''VideoGame/{{Iji}}'' has some elements of this, given that it affects some events in the game. Also, unlike the other counters, there is no unlockable reward associated with it, aside froma few friendly Tasen and an entire level of not getting shot at, with bonus stuff accessible in that level.

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* The kill counter in ''VideoGame/{{Iji}}'' has some elements of this, given that it affects some events in the game. Also, unlike the other counters, there is no unlockable reward associated with it, aside froma from a few friendly Tasen and an entire level of not getting shot at, with bonus stuff accessible in that level.



* ''VideoGame/RakenzarnTales'' uses one to determine how you interact with others and which party members will join you. You can't go full evil, as Kyuu is an inherently good person and your goal is to save the world, so you flit between lawful, neutral and chaotic good instead.



* ''PrincessMaker'' has both a "Sin" and a "Faith" meter (among many, many, many other stats), though events that raise your Sin ranking tends to diminish Faith and vice versa. Being too high in one or the other locks you out of some of the endings and makes it more difficult to complete certain types of jobs.
* ''VisualNovel/LongLiveTheQueen'' is similar to ''PrincessMaker'' with its various parameters. But Elodie's actual karma meter is a ''hidden parameter'' called Cruelty. It naturally increases, if she chooses to deal with uprisings and manipulating nobels by [[OffWithHisHead executing them]] and it can influence [[MultipleEndings the ending]].

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* ''PrincessMaker'' ''VideoGame/PrincessMaker'' has both a "Sin" and a "Faith" meter (among many, many, many other stats), though events that raise your Sin ranking tends to diminish Faith and vice versa. Being too high in one or the other locks you out of some of the endings and makes it more difficult to complete certain types of jobs.
* ''VisualNovel/LongLiveTheQueen'' is similar to ''PrincessMaker'' ''VideoGame/PrincessMaker'' with its various parameters. But Elodie's actual karma meter is a ''hidden parameter'' called Cruelty. It naturally increases, if she chooses to deal with uprisings and manipulating nobels by [[OffWithHisHead executing them]] and it can influence [[MultipleEndings the ending]].
25th Jun '16 9:31:45 PM nombretomado
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* ''VideoGame/BaldursGate'' has reputation. A higher reputation results in some stores offering discounts, while a sufficiently low reputation might result in the random appearance of guards to hunt you down. Reputation also determines which {{sidekick}}s would stay on your team and which powers you develop (healing or damage-based). If your reputation drops below 10, you also become Fallen if you're a Paladin or Ranger. It's also possible to change your alignment without altering your reputation, in the Hell demiplane you go to at the end of the second game, which may exist primarily in your own head. For example, yelling at Sarevok that you'll transform into the Slayer turns you evil - even if you don't actually do it. And this doesn't have the same effects as reputation. You can spend the entirety of the Throne of Bhaal as an officially LawfulEvil paladin, retain all paladin abilities against the rules of the universe, had a reputation of twenty, and have never really done anything evil.

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* ''VideoGame/BaldursGate'' ''Franchise/BaldursGate'' has reputation. A higher reputation results in some stores offering discounts, while a sufficiently low reputation might result in the random appearance of guards to hunt you down. Reputation also determines which {{sidekick}}s would stay on your team and which powers you develop (healing or damage-based). If your reputation drops below 10, you also become Fallen if you're a Paladin or Ranger. It's also possible to change your alignment without altering your reputation, in the Hell demiplane you go to at the end of the second game, which may exist primarily in your own head. For example, yelling at Sarevok that you'll transform into the Slayer turns you evil - even if you don't actually do it. And this doesn't have the same effects as reputation. You can spend the entirety of the Throne of Bhaal as an officially LawfulEvil paladin, retain all paladin abilities against the rules of the universe, had a reputation of twenty, and have never really done anything evil.
25th Jun '16 9:31:23 PM nombretomado
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* ''BaldursGate'' has reputation. A higher reputation results in some stores offering discounts, while a sufficiently low reputation might result in the random appearance of guards to hunt you down. Reputation also determines which {{sidekick}}s would stay on your team and which powers you develop (healing or damage-based). If your reputation drops below 10, you also become Fallen if you're a Paladin or Ranger. It's also possible to change your alignment without altering your reputation, in the Hell demiplane you go to at the end of the second game, which may exist primarily in your own head. For example, yelling at Sarevok that you'll transform into the Slayer turns you evil - even if you don't actually do it. And this doesn't have the same effects as reputation. You can spend the entirety of the Throne of Bhaal as an officially LawfulEvil paladin, retain all paladin abilities against the rules of the universe, had a reputation of twenty, and have never really done anything evil.
** ''Throne Of Bhaal'' also has another, minor karma meter going on when the Solar tests you in the demiplane and the sum of your answers to her determines what one of your two alternative ending options means in practice.

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* ''BaldursGate'' ''VideoGame/BaldursGate'' has reputation. A higher reputation results in some stores offering discounts, while a sufficiently low reputation might result in the random appearance of guards to hunt you down. Reputation also determines which {{sidekick}}s would stay on your team and which powers you develop (healing or damage-based). If your reputation drops below 10, you also become Fallen if you're a Paladin or Ranger. It's also possible to change your alignment without altering your reputation, in the Hell demiplane you go to at the end of the second game, which may exist primarily in your own head. For example, yelling at Sarevok that you'll transform into the Slayer turns you evil - even if you don't actually do it. And this doesn't have the same effects as reputation. You can spend the entirety of the Throne of Bhaal as an officially LawfulEvil paladin, retain all paladin abilities against the rules of the universe, had a reputation of twenty, and have never really done anything evil.
** ''Throne ''[[VideoGame/BaldursGateIIThroneOfBhaal Throne Of Bhaal'' Bhaal]]'' also has another, minor karma meter going on when the Solar tests you in the demiplane and the sum of your answers to her determines what one of your two alternative ending options means in practice.
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