Blue And Orange Morality / Video Games

  • Haer'Dalis from Baldur's Gate II is remarkably natural in following the alien philosophy of the Doomguard, perhaps more so than most of its adherents. He's basically a balanced nice guy who wants to see the world burn — not by causing it, at least necessarily, but watching it fall apart by itself, which he sees as more exciting than regrettable. He's passionate about things, but does not desire for them to last, treating everything more like a fleeting artistic performance ending in destruction. Though Chaotic Neutral, he can win the love of the Lawful Good Aerie, only to have her leave him later when she sees the difference in the ways in which they care about things — and each other.
  • Chrono Trigger fans can't seem to agree on the ethics of Lavos.
  • Crysis hints at this with the Ceph, but the novelization Crysis: Legion all but outright says that the Ceph have an alien morality. Hargreave presents a theory that the Ceph are "gardeners" who awoke to find humanity messing up the biosphere they created and are removing an infestation (human attempts to understand the Ceph, he argues, are equivalent to locusts trying to understand human attempts to exterminate them) while Alcatraz/Prophet theorizes that the Ceph are not the gardeners, but the tools of the gardeners left behind to activate and fend for themselves. A CIA analyst at the end of the book proposes a third theory, that the Ceph's technology and motivations are completely beyond human understanding, and that the entire "invasion" was an effort to recover technology like the Nanosuit that Hargreave invented based on Ceph tech.
  • Dragon Age:
    • The Qunari, a race of ox-men bent on conquering the world for their religion.
      • On the surface, they're just a Proud Warrior Race with a proactive magic phobia (considering the way magic works, that's actually a smart mindset), but the more you talk to Sten, the more they start to evoke this trope. According to Sten (the only Qunari we interact with in the main game), your career is as much a part of you as your skin color or gender. Their occupation is given at birth, the same as their soul or consciousness (there's some evidence that they may view all three as one and the same).
      • The Qun (qunari religion) is built around the idea that you have only one important choice: you can choose to play your role, or die. They don't see this as a contradiction — as far as they're concerned, merely existing proves that you choose to live, and to live is to follow your role.
      • In camp, Sten spends most of his time talking to your war dog, since he can relate to him best — the dog, after all, has a role which he performs admirably, and never questions or seems to desire any other. To Sten, he may well be the least alien of your party due to this fact.
      • To the Qunari, even your gender defines what you can and can't do. The word warrior is synonymous with male, while the word manager is synonymous with female. They simply don't understand the concept of a woman who fights. This can lead to Sten deciding a female PC is not in fact, a woman. "I don't understand. You look like a woman." This does, however, make them a little bit more accepting of transgender individuals; you still have to fit into strict gender roles, but your gender doesn't have to match your reproductive organs.
      • For extra intrigue, when most members of your party will oppose some of your decisions because they have ethical or practical objections, Sten will protest because you are stepping outside of your role as a Grey Warden, which is to end the Blight and nothing else. And if he raises his doubts about what you are doing and you tell him to stop contradicting you and fall in line, he will approve.
      • As a matter of fact, the culture of Ferelden comes across as blue and orange from Sten's point of view:
        Sten: No one has a place here. Your farmers wish to be merchants, the merchants dream of being nobles, and the nobles become warriors. No one is content to be who they are.
      • In Dragon Age II, more insight into the Qun is gained as people actively try to push the Qunari too far in order to spark a conflict. Eventually, The Arishok becomes so sick of what he sees as the lack of morals and principles that he feels define organisms that he starts a war.
        Hawke: I see a man who's ready to start a war on principle.
        The Arishok: What would Qunari be without principle? You, I suspect.
      • It doesn't help that they often refuse to talk about their beliefs, thus perpetuating the ignorance. Then take violent actions that, more often than not, make no moral or ethical sense to anyone but themselves. As far as they're concerned, it's either all self-evident, or it is not their role to explain it to you, and therefore they cannot. Talking about it to them just proves to them that you don't get it. Iron Bull in Dragon Age: Inquisition will talk about it a lot, however; as one of the Ben-Hassrath, part of their religious caste, explaining the Qun to outsiders is part of his assigned role.
      • They don't care what your race is, though. Anyone who freely chooses to follow the Qun is considered one of their own and will be treated as such. Even if those who chose to follow the Qun are merely doing it to get their Qunari's protection.
    • Dragon Age: Origins: Morrigan has shades of this as well. Despite voicing a Grey and Black Morality loudly, she has never met or interacted with anyone but her mother for long, and may end up at this moral state by the conclusion of her DLC.
    • The Architect shown first in the novel The Calling and then in Dragon Age: Origins – Awakening shows this. He's a sapient Darkspawn, who has decided he wants to end the Blights and the fighting between Darkspawn and the other races. Unfortunately, he clearly has no understanding of the sensibilities and morality of non-Darkspawn, and thus his original plan for ending the Blights is rather horrific and would result in the deaths of large numbers of people. He has no idea why people would object to this, since it would end the Blights that have killed many more people. Fortunately, by the time of Awakening, he's come up with a somewhat less horrifying plan though he still doesn't get morality and still does some pretty nasty things just because he doesn't understand that they are in fact bad. He feels bad for not understanding, since he knows it hinders his ability to achieve his goal of peace.
    • There are a number of spirits and demons, which are different words for the same thing, who define themselves in terms of one emotion or idea. While demons are more commonly seen because they tend to be more interested in the mortal world and cause the damage you'd expect from a creature embodying an emotion like Rage or Envy. However, there are also spirits that represent good or neutral concepts like Justice, Compassion and Valor.
      • Awakening introduces the party member Justice, who strives to help others in need, smite the wicked and so forth. It's an admirable goal in its way, but concepts like mercy, pragmatism and love confuse him even as he tries his best to understand. At one point he even considers the mage Anders to be holding a pet cat as his slave. In Dragon Age II he and Anders have willingly merged and for some reason, be it Anders latent anger, Kirkwall's history of human sacrifice or whatever, he begins acting more like a demon of Vengeance and behaving extremely destructively. Another party member chides him for not realizing the danger that all spirits can present, though she herself is not much better.
      • In the first game, you have an... edifying conversation with a Desire Demon that shows that even demons aren't necessarily motivated by "evil" in the traditional sense, but by their own concept and viewpoint in the same way as other spirits. This often manifests as doing things which are evil or deliberately harmful (you also meet some much nastier Desire Demons in the same game), but this one genuinely believes it's doing a good thing by mind-controlling a templar to see her as the wife and mother to the family he wanted, but could never have and sees herself as the one being (willingly) taken advantage of in the relationship, going through with it because she's intrigued by the whole affair and wants to see what comes of it.
      • In Inquisition you come across a number of odd spirits. A spirit of Command that hates the mortal world but refuses to leave until she's fulfilled her purpose by making something move according to her will and a normally benign spirit of Compassion using the name Cole that has decided the best way to help the largest amount of people is to kill people. At first it was mercy kills, though in the present he's wised up and starting targeting villains to help normal people. At one point, another party member sympathizes with him for feeling the pain and sadness of those around him, only to confuse the spirit, who is glad to feel people in pain around him since that means he can fix it. So despite being Compassion, it may not even understand the concept the way we do.
  • Dwarf Fortress has a number of examples:
    • Elves, who find it unthinkable to kill plants, but are perfectly okay with eating the corpses of their enemies. The game also has a set of ethics parameters that are quite easy to modify, making it simple to create a race or modify an existing one with strange moral values.
    • To a lesser extent, humans. They have a fixed set of ethics, unremarkable though approximately comparable to medieval Europe, but they have randomly generated values which direct whether they approve or disapprove of certain philosophical concepts like family, romance, nature, or liberty, often leading to strange worldviews.
    • Certain gods will release demons into the world; while it's usually gods with dominion over malevolent or warlike spheres who do so, sometimes it will simply be because the demon happens to share a sphere with the god, who does the deed while contemplating the "ineffable mysteries" of said sphere.
    • The player community can fall into this at times. They're generally known to be one of the most civil communities on the internet, but they frequently consider Video Game Cruelty Potential not just amusing, but a mandatory part of gameplay; if you don't start gleefully butchering kittens and building giant doomsday devices out of their bones to slaughter your enemies (or dwarven nobility) at some point, you're an alarming aberration and likely to be accused of being an elf in disguise.
  • The Elder Scrolls:
    • Depending on the writers, the Daedra can be beyond human comprehension, ambivalently moral, or just plain evil. Some individual Daedra have both good and bad aspects, such as Sheogorath, the Daedric God of Madness, Creativity, and Artistry. Others are like Molag Bal, who is called the King of Rape for a reason. In fact, most of the Daedric Princes have good and bad aspects, or at least aspects that are not inherently evil from a mortal perspective. It's just that some (Mehrunes Dagon) tend to favour their bad aspects when they show up, while others (Meridia) more commonly show a good side.
    • Azura is much more like an incomprehensible cosmic terror than most other Daedra. The evil Daedra are at least predictable (CRUSH KILL BURN), while Azura is highly unpredictable yet very dangerous even as far as Daedra go, turning an entire race black as punishment for their lack of faith (and they still fanatically worship her). Her holy relic is the most powerful soul trap in the world even though her dogma has nothing to do with soul trapping or enslavement. Her domain is the hard to define "magic of twilight". And she has a mountain-sized statue in Skyrim.
    • The Magna-Ge, the children of Magnus. Very little lore exists about them and it reads like a shroom trip.
    • Alduin's role as the Big Bad could fall under this. His purpose is to end the world, which most mortals see as a bad thing. The Greybeards just see it as fulfilling his duty as the World-Eater. Interestingly, Alduin's chief failing in the history of the world is that he had too much of a conventional morality, desiring power and dominion over mortals, instead of sticking to his divine task of ending the world when its time comes.
    • Similar to the Elves of Dwarf Fortress, the Bosmer, or "Wood Elves" find it unacceptable to harm any plant, to the point where they make alcohol out of meat and weapons from bone, but at the same time are perfectly okay with eating their own dead as a funerary rite or fasting before going into battle, expecting to devour their opponents.
    • The Altmer, or High Elves, believe that all living things are divine spirits imprisoned by the physical world. They also believe in reincarnation. This leads the Thalmor, an organization of High Elven extremists, to seek to destroy the world, while also happily killing any children they deem "defective" in the belief that their spirits will eventually be reincarnated into a superior body.
    • The Khajiit are a little less bizarre, but still come across as a little alien in their 'proud race of thieves and whores' characterization. While certainly not immoral, they value cunning and trickery far more than traditional human concepts of virtue.
  • The Caldari in EVE Online come off as this to pretty much everyone else. The Caldari's society revolves around their somewhat odd form of Capitalism, where every citizen and corporation is trying to increase their market share above all else. The Caldari state essentially lacks a government, and is a series of kingdoms ruled by megacorps. They are Cyberpunk taken to an extreme. Yet they are one of the most content groups of people in all of New Eden, because the success of their economy makes them happy, and everything that hurts the economy is immoral to them. None of the other Empires understand this, and the Gallante have been at war with them since the Caldari succession because they simply don't believe the Caldari people could actually be happy under their oppressive non-government.
  • Capsuleer motives are seen as this by planet-dwellers in EVE Online. It doesn't help that even among the various capsuleer factions, there's a general theme of sociopathy with rules unique to each group.
  • The monsters of Evolve have one of these. They slaughter wantonly and render entire worlds uninhabitable, but they're still little more than animals operating on instinct. This shifts into full-blown alien morality with the reveal that they are actually projections from an extradimensional intelligence. Their goal is simple to destroy certain forms of technology that are abhorrent to the entity, with the mass extermination of humans simply being the most efficient method to achieve this goal.
  • Fallout offers examples of post-apocalyptic morality:
    • In Fallout 3, we have Charon, a shotgun-toting ghoul merc with a mysterious past, currently in the service of Ahzrukal. He was brainwashed as a child to follow whoever holds a signed piece of paper, his "contract". While Charon is fundamentally good-ish on his own, he gives Undying Loyalty to his contract-holder and will do anything his contract-holder tells him, without question or hesitation, no matter how morally reprehensible. Once freed from his contract, however, he has zero qualms about turning on his former master, as Ahzrukal or potentially an evil Vault Dweller finds out.
    • The Think Tank scientists from the Fallout: New Vegas add-on Old World Blues. While they created amazing and beneficial technologies like replicators that could have averted the Great War, they are also responsible for lobotomizing innocent people into mindless slaves and the deadly toxin called "The Cloud" that still kills and mutates people even 200 years later. They don't care about (or deny or regret) the horrifying repercussions of their actions because the experimental data is yet another step in the glorious cause that is SCIENCE! Also, the Think Tank have spent the past 200 years as Brains in Jars, so they have long since forgotten what being human is like. To wit, they all initially believe that the Player Character's fingers are penises, and the token female of their group is fascinated by the Player Character's breathing to the point of becoming sexually aroused by it. This aspect of their deteriorating frame of mind is Played for Laughs, of course.
    • Fallout 4 companions have their own lists of likes and dislikes when it comes to building Affinity with them - Preston Garvey likes helping others through the Minutemen quests, Codsworth loves it when you prove your resourcefulness by modifying a weapon or armor piece, Cait likes it when you threaten people and use chems, and so forth. Then there's Strong, a Super Mutant out to figure out what's made humans survive in the wasteland so he can then drink this "milk of human kindness." He's the only follower who likes it if you out-and-out murder someone, and also approves of cannibalism. He dislikes signs of craftiness, such as picking locks or hacking terminals, as well as the use of power armor. He favors threatening and disdainful dialogue choices, such as (for example) telling a junkie that he's useless and should die, and dislikes it when you pass Charisma checks to influence people. But Strong disapproves of stealing things, likes it when you give medicine or healing items to NPCs, and approves of doing quests to rescue kidnapping victims or remove threats to settlements.
      Strong: Super mutants are brothers. Brothers share all. Not own things like humans. Humans share like brothers. Super mutants fight. Kill not talk.
      • The Triggermen in the same game are a gang of ruthless killers modeled on the Mafia, but they have a progressive hiring policy — they have no problem allowing ghouls in their ranks.
  • The Occuria, godlike entities of Final Fantasy XII's Ivalice, keep the world and the history of its races under a tight, obsessive control. Vaguely related to the Sun-Cryst and the Great Crystal, their motivations and origins are as unknowable as their claim to the world's stewardship. They grant power to chosen puppets periodically in order to unite the countries — whether this puppet engages in gruesome warfare and conquest to achieve so is not of their concern, and they themselves are not above a little genocide every now and then when a kingdom (or even just its governors) strays too far from their grand design. But the truth is, they do preserve peace at whichever cost, and the rule of their puppets is generally considered a "golden age" by historians of the world. Who, then, would want to take the reigns of history from them and give them back to the short-lived, power-hungry races of Ivalice? Bear in mind that, canonically, this timeline ends in the Crapsack World that is Vagrant Storysort of , and you start to wonder if they had a point.
  • The Shivans of Freespace have a morality that is completely incomprehensible to humanity, or indeed any to other being who's ever encountered them. This is because the Shivans do not communicate, indeed do not even try to communicate: They simply kill all non-Shivans with subspace technology on sight, and then hunt down the rest of their species down to the last man and exterminate them all. Nobody knows why they do this.
    • It gets even more strange in the sequel, with the Shivans looking set to do the above and the GTVA desperately working to seal the entry point into the rest of GTVA space... and then the Shivans make a star go supernova. There is some theorizing in the outro about why, but nothing is confirmed and it doesn't have any apparent connection to hunting down species with subspace technology.
    • Another unexplained action they take in the second game is kidnapping Admiral Bosch and his command staff alive when they finally managed to get a communication across to the Shivans. This is completely outside their usual MO and has confused many a fan of the series.
  • Every NPC in Gingiva has a very bizarre perspective on just about everything, which is very appropriate for the surreal Mind Screw theme of the game.
  • God of War: Ascension: The Furies are described by a note from the Scribe of Hecatonchieres as following "their own view of right and wrong;" their purpose is to track down those who have broken blood oaths with the gods, and punish them for it no matter what. Ultimately subverted, as by the time of the game, they're conspiring with Ares in his Evil Plan to overthrow Olympus using Kratos.
  • Halo:
    • The Hunters are known to be Punch Clock Villains, but their true motivations are known to them alone. They intentionally reinforce this image so that the other races of the Covenant will leave them alone.
    • The Flood's Gravemind comes across as this. It seems to think that all beings being absorbed into the Flood is perfectly natural, and cannot understand why people fight against it. Some of lines reflect this:
    "Do I take life, or give it? Who is victim, who is foe?"
    "Resignation is my virtue, like water I ebb and flow. Defeat is merely the addition of time to a sentence I never deserved, but you imposed."
    • The Forerunner Saga reveals that the Flood simultaneously play this straight and subvert it. They are the reincarnation of immeasurably old and unimaginably powerful beings known as The Precursors. On one hand, they are every bit as inscrutable as beings that old would be. On the other hand, the Flood has a very clear purpose, revenge for the Forerunners nearly wiping them out.
  • In Knights of the Old Republic, Mira has a very strange moral code. Apparently it is wrong to kill without good reason, but the best way of dealing with men is to knock them out, slap some stun cuffs on them, starve them for a few days so they're more open to suggestion, and double check to see if they have any bounty on them. This line of thought is hinted at earlier when she drugs you and locks you up, but only after she tells you that you have a bounty on your head. (However, this is done regardless of your gender.) And she may have actually been kidding.
    • In the MMO, the light side/dark side morality system can be this to the non-Jedi classes. If you play your character as motivated by anything but good for good's sake or evil for evil's sake (a soldier zealously dedicated to her duty or a Proud Warrior Race Guy bounty hunter, for example), the alignment changes appear completely random.
    • Kreia's behavior in the sequel has shades of this. While she seems to be advocating a Grey and Grey Morality overall, she's so extreme in her opposition to extremes that it's difficult to really sense what she'd even consider a Moral Event Horizon.
  • League of Legends:
    • The Voidborn all operate on a method of logic that makes very little sense to others. They all have an extreme "need". Cho'Gath wants to eat everything; Kog'Maw also wants to eat everything, though in his case it's for the fact of growing as opposed to Cho'Gath's maliciousness; Kha'Zix exists only to consume and adapt; Vel'Koz has an extreme need to learn. Normally, this wouldn't be that bad... except the way he learns is by disintegrating things.
    • Bard is a sort of impersonal Big Good, always looking out to protect the universe from the brink of cataclysm. However, if he steps in to save you he is usually not doing it for you, but to prevent some great tragedy in a thousand years time or another dimension or similar.
  • Frank from Life Is Strange abhors cruelty to dogs, but has no problem dealing drugs to adolescents and threatening to kill them if they don't pay up.
  • Morgfyre of Lusternia was a Warrior God before he began devouring other Gods and numerous Eldritch Abominations. Unable to subsume their personalities beneath his own, he instead adopted them — becoming a gestalt entity, able to think with many different minds and speak with many different voices. Consequently, his train of thought can be difficult for other Gods to follow, let alone mortals.
  • The Reapers of Mass Effect claim to have good reasons for annihilating all advanced species in the galaxy on a regular basis. In Mass Effect 3, they claim their cyclical process of destruction is a form of salvation and protection. Their primary directive is to prevent a technological singularity that will, they believe, cause synthetically created life to completely destroy organic life forever. To prevent this, they direct technological development at a pace they deem acceptable and then "reap" major civilizations at a specific point of development, around the invention of intergalactic travel and true artificial intelligence. Those civilizations who haven't reached this point by the time the Reapers arrive are left alone. The ones that have become new Reapers themselves, their knowledge and genetic material preserved. Any other sentient life, organic or synthetic, is obliterated. The Reapers retreat, and the Cycle begins again. The Cycles finally cease when a new way to "preserve" organic life is found, the form of which depends upon Shepard.
    • The Asari Justicars have their own extremely strict moral code that determines their every action. Though they fight what they perceive as crime and injustice, their code has no affiliation with and often contradicts Citadel law. Samara's recruitment mission in Mass Effect 2 and her appearance in Mass Effect 3 (in which she is obligated by a Justicar Code technicality to kill her daughter, but instead chooses suicide, further complicating her morality) make these disparities clear.
    • Drell believe that you only bear moral responsibility for actions you personally choose to undertake — if you're following the orders of a superior, the weight falls upon them, and if you do something out of instinct, it's your body rather than your soul that is responsible. The main drell teammate you have is an assassin, who feels no guilt for any of his kills except inflicting a lingering death on his wife's murderers, because those were the only people he hunted down of his own free will.
    Thane: An assassin is a weapon. A weapon doesn't decide who it kills. The one who wields it does.
    • The geth, being a purely software "species" that must network their minds together to achieve intelligence, take very different views on topics of individuality, free will, etc. This comes to a head in one mission in Mass Effect 2, where Legion, an allied geth helping to attack the hostile "heretic" geth, is conflicted over whether to just delete the heretics ("killing" them) or introduce a virus that will bring them around to the mainstream geth's way of thinking. Shepard will comment that the latter option sounds a lot like brainwashing, but Legion isn't so sure that's an accurate view of what the virus would do, and even says that applying human standards of free will to the geth ("even benign anthropomorphism") is inherently a racist attitude, since their minds function so differently in the first place. The game treats both choices as morally grey, with none of the characters, Legion included, certain of what the moral decision would be in this case.
  • From Pokémon Black 2 and White 2, Colress. He doesn't consider the morality and consequences of his actions, just the results and knowledge that can be gathered from them. When his encounters with the player provide evidence that Pokemon are more powerful when they are happy and friendly with their trainer, he eagerly pursues studying that angle instead of following Team Plasma's "enslavement" policy.
  • Atlas and P-Body from Portal 2. It isn't obvious for most of the game due to the lack of storyline, but it is shown at the end of the Co-Op campaign that their morality seems to revolve solely around the tests — in the final cut-scene, the pair manage to "rescue" thousands of test subjects who were stored underground, who will now be used in tests until they all die painfully, one by one. This could easily be used as a Nice Job Breaking It, Hero! moment, but the bots' response is to start dancing to happy music. To hit the point harder, the music continues to play as GLaDOS blows them up, as they've outlived their usefulness.
  • The Strogg, the main villains of the Quake series, turn out to be motivated not by a desire for conquest, but survival, as capturing humans and "Stroggifying" them is how they reproduce.
  • The "Dragonfall" DLC for Shadowrun Returns features an AI who claims that concepts of "good" and "evil" are human judgments irrelevant to it.
  • Almost every powerful entity in the Shin Megami Tensei series operates under this, to the point where there are basically only one that is actually good (Philemon) and one that's actually evil (Nyarlathotep) by our understanding (and even Phil has severe issues with his chosen champions). All the others have mindsets so alien that trying to call them good or evil is a waste of time, as they don't think anything like humans. Yes, even YHVH. Bear note that the alignment system isn't good-evil, law-chaos, but law-chaos, light-dark, with the latter determining how far from the ideals of YHVH you are — the fallen angels are dark exactly because they were cast out for disagreeing with YHVH, and YHVH is perfectly light because He marks the starting point of the scale, morality notwithstanding. Even Erebus is debatable — as explained in The Answer, he's only destroying the world because so many people secretly long for death.
    • This is even something of a mechanic when it comes to negotiating with demons, who sometimes can be won over with pretty "human" means by being kind, flattering, sucking up to, or outright bribing them, but other times some demons respond positively to being threatened, obviously lied to, or praising bloodshed and destruction.
    • The blue and orange morality of demons is also a plot point in Strange Journey, where the demons apparently believe they're doing captured humans a favor with their "experiments," which invariably involve killing people by removing their vital organs. According to notes, the demons are convinced they're freeing the humans from their worldly cares and needs. This contrasts against what one faction of humans do later in the game, capturing and mutilating or killing demons, but just out of greed.
    • The Big Bad of Persona 4 genuinely wants to make the world a better place to live in for humanity. However, she has a very limited understanding of humans and what they really want. She ended up deciding that the best example of a human being was a psychopathic Serial Killer, simply because he was the best at leading people from a certain point of view. As such, she paid attention to his very skewed perception of people, and determined that the best way to make a paradise for humanity is to make an Assimilation Plot. Thankfully, she's reasonable enough to admit she's wrong when you defeat him and her in turn; once the fight's over, she agrees to leave humanity alone until she has a better understanding of what exactly is going on.
  • Several of the alien races in Star Control 2 have, well, alien outlooks on things:
    • The Orz are friendly enough with most anyone they meet, if near impossible to understand because their language is so bizarre. They seem happy to form alliances and aid in battle. They also get angry (or *frumple*, as they put it) enough to start a war if anyone talks about the Androsynth, for reasons unknown. A prominent, but unproven theory is that they wiped out the Androsynth, again for reasons unknown. Then there's the fact that nobody really knows what they mean by *connecting*, *parties*, or *enjoying the sauce*. There are many hints in the story that these seemingly innocuous terms mask a sinister meaning, but that's all they are — hints. It's impossible to say for certain. They themselves seem to fall victim to this trope: when they greet the player in deep space, they state that they don't understand why *campers* (aka us) always say "hello" when they meet each other, but they do know this makes *campers* happy, so they do it too. One of the theories surrounding the Orz, confirmed by Word of God, is that they appear like individuals to us, but are in fact a single organism existing outside our universe, alone in its own dimension. This is why the Orz creatures you meet tend to call themselves "fingers", protruding into our space from *Outside*. Orz probably doesn't understand the concept of separate individuals living in the same universe, which would lead it to assume that all the creatures it meets in our universe are just fingers of another being. Therefore, to Orz it would appear as though it has met someone whose fingers keep talking to each other, which is very odd, but they may as well play along.
      "You are a *silly* *camper*. Orz is not *many bubbles*, Orz is one with many *fingers*."
      "From *Below*"
    • This is actually reversed with the Xchaggers from Star Control 3: you meet a creature who looks like a bug with many eyes and claws, but when you talk to it you realize that it is not an individual at all, but in fact a colony of billions of individuals operating together. The Xchaggers compare their workings to your own brain consisting of nerve cells, none of which by themselves are intelligent, but can function together to produce a thinking mind. Just add to that each cell having an individual personality.
    • The Mycon, fungal creatures with gestalt consciousness, have a unique logical operation. This stems from the fact that each Mycon shares the identity and memories of each of its ancestors. As a result, their agendas seem to span thousands or even tens-of-thousands of years, and thus their motives for any action are nigh unfathomable. At one point, if the Captain helps them locate a new world to Colony Drop, they offer to implant Mycon spores in his head to remove his individuality and make him one of them. They honestly seem to think this would be desirable. This is colored a bit by the fact that the Mycon truly are just outright insane — biological terraformers produced by the Precursors whose programming has become corrupted into a bizarre religion. This was in the dubiously canonical Star Control 3, but later Word of God confirmed that this was what the series creators intended.
    • The Thraddash are some combination of Blue And Orange Morality and Too Dumb to Live. When you meet them, they are on their nineteenth attempt at having a civilization, having nuked themselves back to the stone age eighteen times before. They revel in combat (which would make them Proud Warrior Race Guys), but are lousy at it. They attack you without provocation, but will listen to your advice and attack much more powerful races (and be annihilated) if you beat them enough times and suggest it. They worship a piece of Precursor garbage as a sacred artifact. And if you manage to impress them, you can convince them to start a new society based around imitating classic comedians like The Three Stooges.
      • One of their attempts at civilization focused on criticising the cyclic life of the Thraddash, pointing out that they kept nuking themselves back to the stone-age, and maybe that wasn't such a good idea. They were (to the Thraddash) disproved by their own fall only nuking the Thraddash back to the Iron Age. Bronze age, at worst. This has gotten to the point where the Thraddash have no idea how else to make a societal change, and when the Ur-Quan conquered them, the Thraddash decided that a change was necessary... thus starting a nuclear war. The Ur-Quan took away all their nukes and gave them a warning. Not to be dissuaded, the Thraddash used chemical and biological warfare to the same effect. The Ur-Quan sternly told them that any further attempts at "cultural improvement" would be halted by the abrupt and total obliteration of the Thraddash, which finally made them behave.
    • The Umgah behaviour seems to be directed mainly towards gaining entertainment. They deceived the Ur-Quan into thinking the Spathi (the self-proclaimed coward species) wanted to become a Battle Thrall. Why? Because they found it amusing to force such overt cowards into combat! Then they sent subspace messages to the Chaotic Evil Ilwrathi pretending to be their gods, and goaded them to fight who they thought would be a fun foe. In Star Control 2, it's possible to become a hero to the entire race by freeing them from the telepathic control of a Neo-Dnyari, and they will hand over a few of their battleships to your fleet. Then they decide, during the same conversation, that you being their great hero is boring, and having you as their great enemy is much more exciting! And then they attack you. And the Umgah-piloted battleships they gave you remain on your side.
    • The Melnorme are an entire race of traders who believe that giving something for free is patronizing and rude (to the point they will force you to accept something in return if you give them gifts), and treat everything as a business transaction. They also assign a value to useful information as well as physical goods, and as such, they're one of the galaxy's finest information brokers if you're willing to give them information in exchange. They're also an incredibly secretive race as they're hiding from the Ur-Quan, and get around this conundrum by artificially inflating the prices of information about themselves to a level that would bankrupt most civilizations. Interestingly, while from a human perspective there's many valid sticking points to be made with the Druuge, the Melnorme also include pricing their goods too low as a sign of evil, and are surprised that the human captain doesn't see that as a problem.
  • StarCraft II: Heart of the Swarm has the Zerg as the protagonists, so as expected this trope shows up in several forms:
    • The Primal Zerg live by the law of the jungle, and see nothing wrong with killing and devouring each other (and the normal Zerg, when they invade their planet) to continue their evolution.
    • Izsha and Zagara are interesting examples. They start out very alien and during the course of the story they gain more humanlike motivations, causing Kerrigan to gradually warm up to them. Crowning examples are when Kerrigan scolds Izsha for her inability to understand the fact that she did not enjoy having to kill the protoss colonists to avoid them warning their homeworld about her, and when Kerrigan agrees that Zagara would be a good heir to her in command of the swarm.
      • Zagara has a peculiar musing at one point on human individuality. She seems to think that being individuals would make all humans "extremely lonely", and thinks assimilating them into the Swarm would not just be useful for the Swarm, but would actually make the assimilated humans happier. Kerrigan (the only human to have ever been infested and retain her own personality) disagrees.
    • But the most egregious example of this trope in the game has to be Abathur, a weird mixture of For Science!, Evilutionary Biologist, and Mad Scientist. Some of his quotes might shed some light on his morality, but do notice the odd speech pattern, often leaving out words, presumably because it's a more "efficient" way to talk:
    Abathur (about his job): Look at flesh, see only potential. Strands, sequences, twisting, separating, joining. See how it could be better. Make it great.
    Abathur (about creating perfect beings): Never perfect. Perfection goal that changes. Never stops moving. Can chase, cannot catch.
    Abathur (about increasing zerg intelligence/individuality): Extraneous brain matter deemed unnecessary for broodmother role in Swarm. Extra matter requires extra energy. Also leads to increased independence. This contradicts imperative: zerg must present no danger to leader of Swarm.
    Abathur (comparing primal zerg and normal zerg): Primal Zerg. Dynamic. Varied. Messy. Reactionary. Improvised. Unsuccessful. Some good sequences, can steal. Swarm efficient. Careful improvements. Successful.
    Abathur (about Zerg evolution under Kerrigan): Queen determines purpose. When purpose changes. Swarm changes. This our function.
    Abathur (about Kerrigan's suggestion to put failed experiments out of their misery): Wasted effort. Creatures will die soon. Pain irrelevant.
    Abathur(When told by Kerrigan that she's warming up to him): Unclear.
  • Akuma in Street Fighter is often portrayed as being a dark, evil being, but he's really just got his own morality: if you best someone in a fair competition, it's only honorable to give them death. He doesn't kill people like Dan who pose no threat to him, for instance.
    • He just flat-out kills M. Bison (or Vega, if you insist on the Japanese names) without a fight, because according to Akuma/Gouki's moral standards, he is as pure an evil as you can get. Trying to claim false power without actually working for it, falsely claiming to possess power you don't have, murdering people in cold blood without giving them the opportunity for a fair fight — all "sins" in Akuma's eyes, and the fact that Bison possessed all of them meant that he simply had to die, rules of fair combat be damned. The fact that Bison was also pure evil and deserving of death by the standards of normal people was just a happy coincidence. There's also the alternate theory that it was actually a big fight, but it was skipped over for the sake of the game.
    • He also refuses to kill Gen after defeating him in a battle, because he has a terminal illness and wants to die in a battle. Apparently in Akuma's view, that made it an "impure" fight and thus Gen does not deserve to be killed. Even more interestingly, the exact opposite happens in the comic, where he purposely kills Gen, precisely for the above reasons, as a Mercy Kill.
    • Explored in the (not canon) Ryu Final manga, where Akuma became what he is precisely and deliberately so Ryu would know what became of people who lost themselves to the lust of fighting and surrendered themselves to the Dark Hadou, and would therefore strive to become a purer breed of warrior — one who would devote himself not to the fight, but to nurturing the younger generations. He's just... extreme in his teaching methods.
    • And this priceless win quote:
  • Specimen 4 from Spooky's House of Jump Scares chases and damages you with the intent to devour you. But her Death Screen shows that she does this because she thinks she's keeping you safe.
  • The Einst from various Super Robot Wars games exist for the sole purpose of preserving the universe(s). Since human consciousness is slowly causing the entropy of existence, that means mankind has to go. However, for unspecified reasons, they've decided that simply wiping out humanity won't do, and they decide to replace it with a new human race that lacks souls and emotions, and is no longer a threat. Unfortunately, one of their own didn't think it could work.
  • Tales of Destiny 2: The goddess Fortuna, helping Reala in one moment and wanting to destroy the world the next. It may not exactly be her fault — her motive is to bring joy and happiness to the world, but since she needed the belief of almost everyone in the world to manifest, her saint Elraine decided removing people's ability to decide whether they wanted to believe was the best way to bring that about, which obviously isn't the best way to gain the trust and support of heroes.
  • Team Fortress 2: On the job, the moralities of RED and BLU mercenaries are strictly team-aligned, and off the job, they have interesting ideas as to what counts as "good behavior"; in general, the existence of technology that renders attacks Friendly Fireproof, health care so efficient it even restores Clothing Damage, and Respawn (a mechanic that means Death Is a Slap on the Wrist) means that everybody has much looser standards as to what is or isn't okay (for example, in a supplemental comic, Pyro engages in what he/she/it thinks as horseplay: chopping the Soldier's hand off).
  • None of the various factions in Thief are aiming for "good" or "evil" in the traditional sense. Every one of them has a different idea of what those words mean. The Pagans believe in pleasing their chaotic god, the Trickster; they plant growing things and encourage wildness and semi-feral, uncontrolled nature at its most unspoiled. Their magic uses weird sing-song chanting, blood, bone, and herbs. The Hammerites work to please their creator god, the Builder; they enforce order and venerate works of the hands and the forge, bending wood and breaking stone for tools to build over and bind natural chaos to human dominion. Their magic is very Catholic-flavored, using holy water, prayer, symbols, and ritualized masses. The Mechanists are an extremist offshoot of the Hammerites who won't even use wood in their construction, seeing it as heretical. Wood must be burnt to fuel works of stone and metal; all organic things are flawed and must be broken down. Finally, there are the Keepers, who have taken it upon themselves to ensure that neither the Pagans nor the Hammers gain the upper hand, because (of course) the Pagans and the Hammers are in constant warfare. But even the Keepers aren't quite traditional — they have such a strict policy of non-interference, secrecy, and heavily controlled knowledge that very few non-Keepers are aware they actually exist.
  • Touhou's setting of Gensokyo is a Fantastic Nature Preserve founded as a refuge against the scientific revolution, and a newcomer figured out that she'd fit in faster if she abandoned common sense. Most of its inhabitants are long-lived youkai, so things like eating humans (or other youkai) are not at all unheard of, and there have apparently been agreements on which humans are permissible to attack and eat (mainly those who aren't in an established safe place at night). Another thing of note is that youkai are typically "born" with the knowledge of what their purpose in life is note , meaning that they have all achieved enlightenment. Finally, the adoption of the spellcard rules governing combat means that it's perfectly sensible to go around and pick fights with random strangers in order to resolve a conflict, or simply because you're bored.
    • Yukari Yakumo, in addition to being super-intelligent, has her own brand of logic that nobody really understands (it appears to be based on Taoism, as interpreted by a very youkai-like youkai). Most of her conversations in Scarlet Weather Rhapsody are excellent examples of this.
    • Utsuho Reiuji. She's a hell raven, which means that her natural habitat is somewhere that is as hot and radioactive as the sun. When she's given the power of a dead sun-god, she decides that the whole world should be an ever-burning nuclear wasteland. Why not? It's what passes as ideal for her, and she cannot fathom why anyone would ever want to live in a world of clear water, greenery, and cool breezes. Of course, however, this cannot really be helped, as she isn't very bright and developed more of this morality when she was given the power of the dead sun god in the first place. Too bad most people (In-Universe and out of it) only see her as a genocidal crow.
    • Kazami Yuuka. Generally, she is peaceful and polite. If she is disturbed in any way, she is consistently recognized as one of the most dangerous beings in Gensoukyou. The problem is figuring out what disturbs her. Abusing flowers: death. Running a flower shop, where they are cut up, arranged with other cut flowers and left to die: perfectly okay. If you are weak and don't disturb her, she'll ignore you as not worth her time; antagonize her, and she kills you. If you are strong and disturb her, she happily challenges you to a formal but non-lethal duel. When accused of being behind an incident, she makes no claims to be innocent, even though she is, and in fact actively goads the accuser into a fight. If PC-98 depictions are still considered canon, she once invaded the underworld, told the Satan equivalent she did it because she was bored, and says that genocide is just a game, whether it's on humans or demons. Debate still rages whether she actually believes that or only said it to piss Shinki off. If asked, her answer would probably be yes.
    • And then there's Hijiri Byakuren, who is considered frustratingly weird by both humans and youkai alike. Why? Because she treats everyone, regardless of whether they are human or youkai, with kindness and wants for mankind and youkaikind to live in peace and harmony with each other... Completely and unreasonably incomprehensible, that one. note 
    • Tenshi can be thought of this, if you take into account she caused so much destruction in Scarlet Weather Rhapsody just 'cause she was bored. According to ZUN, she has a good heart and everyone else were just being bullies. It doesn't help any matters that she wasn't raised knowing the responsibilities of her powers.
    • Seija Kijin is an amanojaku, a youkai of contradiction, and as such she thinks that being in agreement with people, treating them well and being loved by them is bad while pointlessly opposing others, using and betraying them and being hated by them is good.
    • The Lunarians have a morality based upon the Shinto concepts of Purity and Impurity. So what exactly is Impurity? Mortality itself is. To the Lunarians, it's a sin to be mortal since it means one can die and, by doing so, perpetuate and spread the existence of death... And what's the punishment for being Impure? To be banished to the Impure planet Earth where the sinner will live out the rest of their impure life until the day they die... The Lunarians condescendingly chalk it up to Earthling ignorance if we bring up that this means we get off completely scott free.
  • The Brothers of Turgor seem to have a very strange morality from a human perspective.
    Triumphator: Giving is an unquestionable evil, so taking must be an unquestionable good!
  • The Wisps (AKA Xorinites) in the Ultima series have what seems like an askew morality to humans. It revolves around the acquisition and application of information. In the first discussion you have with them in Ultima VI, they casually hand you a spell which destroys all life in the entire world around you. Why? They consider such a thing completely useless (presumably because it eradicates countless sources of information) as well as not being very powerful (since it can only eradicate life in one plane of existence), and they wish to teach you a lesson that not all information is valuable. Later in Ultima VII, you need to bargain with the Wisps as part of the main plot. Specifically, they task you with acquiring for them the notebook of a scholar who is investigating the game's Big Bad. Right after you do that, they sell this information for the Big Bad in question, who proceeds to have the scholar killed. Still, it's hard to get mad at them.
    • In the sixth game, you can sell the contents of a rather dry reference book (not the book itself, they just copy the contents) in exchange for "a small amount of precious metal", meaning all the gold your party can carry. They will at first assume you'd prefer information of comparable value rather than a bunch of Worthless Yellow Rocks and offer to renegotiate, and are surprised when you say you're okay with the deal. (If you do accept information, you'll get a scientific principle that could very well be priceless to a scientist, but not a sword-wielding fantasy hero.)
  • In World of Warcraft, a great number of forces simply see mortals as plants in the Titans' garden, to be pulled or fertilized as the situation warrants.
    • Algalon the Observer rightfully sees that the Old Gods haven't been properly contained and has decided to "re-originate" the planet.
    • A common interpretation of the war between the Blue and Red dragonflights is that neither is good or evil, the former is simply trying to do its job (guarding magic) by killing all mortal magicians (who abuse magic so freely), and the latter is just trying to do its job (guarding life) by saving them.
    • Elementals are like this quite often, as they are considered purely chaotic. One water elemental, Duke Hydraxis, notes that he does not understand the human concept of gratitude or giving rewards, but in accordance with it, gives you a special item as a reward for a (now removed) quest.
    • In the fourth expansion, we have the Mantid, whose entire society/cultural system is based on the cycle of the swarm. Every 100 years or so, their young hatch in incredible numbers and then swarm toward the rest of Pandaria, devouring anything in their path. The Mogu got Genre Savvy on this and built (using slave labor) the Serpent's Spine, a Great Wall of China expy, to better defend Pandaria from these periodical attacks. Still, Mantid assaults on the Serpent's Spine see the genocidal war between mantids and defenders (first Mogu, then after their revolution, Pandarens took that role), which inflict heavy casualties on the defenders before being forced to retreat for arguably taking several times those losses on their own forces. Mantids who survive this make their way back to their tree cities, bearing trophies of their conquests and take their place among their civilization according to the level of their deeds. These practices pretty much assure that the mantids who survive into adulthood are adept warriors in whatever area they choose to specialize in. The kicker is that they do all this as a form of worship to one of the Old Gods, their "master", with the ominous implication that they will use the evolved warriors/tactics/technologies they get from this social Darwinist system to kill (or worse) all the other races should their God ever come back. Even worse, the majority of their race has been corrupted by the Sha of Fear, who have skipped the whole "waiting for our god to return" thing and went straight to "zerg rush Pandaria."
    Rik'kal the Dissector: There is a champion among the loyalists, Vess-Guard Na'kal, whose strength comes not from experience or development, but from genetic modification. He was meant to be an example of the future of mantid — the sick idea that we can be born strong, without earning it. He's a mockery of my work! Gene augmentation was meant for mature, post-swarm veterans ONLY!
    • Also from the fourth expansion, another villain race, the Mogu, have a pretty distinguishable motivation, which also seems to be an in-universe example of motive decay, since the founder of their empire, the Thunder King Lei Shen had another justification, which seems to be a mixture of "Well Done, Son!" Guy and Gone Horribly Wrong, for enslaving other races and building his empire through unholy means. The exploration slide show (called, appropriately, Gods and Monsters) says it best:
    Lorewalker Cho: The mogu were children as well. Children of the titans. They were once a legion of stone, heartless and obedient. By the titans' command, they fought the terrible servants of the old gods. They shaped the mountains and carved the rivers of the land. And they created a magical cradle of life in a hidden valley that we now call the Vale of Eternal Blossoms. But eventually the titans fell silent. And their creations were cursed with flesh. The mogu grew restless. Many generations later, when the Thunder King united them, they seized upon their legacy! I truly believe now that the Mogu thought they were doing the work of the titans. They fought against the mantid and used the powers of the Vale to create new life. Ah, but such terrible works! Parents cannot always be assured of the legacy they will leave behind. How especially true this is, when the parents are gods. And their children - monsters.
    • Theres also Lei Shen, famous last words, after you defeat him in the Throne of Thunder raid:
  • In the X-Universe, the Old Ones' goals and motivations are basically incomprehensible to the young races. Since they've been around longer than Earth has been Earthlike (over 3.2 billion years), they've had the chance to become Type IV on the Kardashev scale, and their main plan is intended to prevent the heat death of the universe. But because they've been united for so long, they seem to have forgotten that other groups might not be so unified. Like the young races, for instance. Since their primary way of influencing the young races is to switch gate pairs around, they have a tendency to do such things as start interstellar wars seemingly For The Lulz. Also, for some bizarre reason, they told the Community of Planets not to finish off the Xenon after the Second Xenon Conflict, even though it was the Xenon that derailed their long-term plans in the first place.
  • Xenoblade Chronicles X:
    • The Ma-non are a society of technologically advanced anarchists. They have little to no organization and no leadership. Each Ma-non just does their own thing in their own time. Amazingly enough, this seems to work for them. It is less helpful when some of them try to get jobs with human companies, as they see nothing wrong with taking 3-hour lunch breaks and are utterly confused when their human bosses get angry about this. They also seem to experience less powerful emotions, and can at times be rather callous and insensitive to other's emotional states. It isn't that they're uncaring, they just don't understand human emotion.
    • The Orphe are highly logical, and have similar but more extreme issues with understanding emotions. They are dedicated to their own survival above all else and are very confused at the concept of altruism, something they would never contemplate. For the most part they're friendly enough... mainly because being friendly makes their survival more likely. It's implied that exposure to human society is slowly changing this, however.
    • Telethia the Endbringer features a heaping helping of this trope, made more blatant because Telethia cannot speak and thus cannot explain its actions. It supposedly exists to obliterate any form of life it deems "impure". Exactly what criteria it uses to determine this is wholly unknown. While the psychotic and rabid Tainted are obvious as to why they should be killed, Telethia also targets the Orpheans, apparently due to the "Ovah" virus they all carry. At the same time, it leaves the humans alone, despite their bodies being mechanical imitations of living creatures.
  • The Ethereals / "The Elders" of XCOM: Enemy Unknown launch a vicious and unprovoked attack on all of humanity, killing millions and terrorizing the entire planet with all manner of horrific monsters. In response, humanity gets its act together, gathers its best and brightest, and gradually adapt to the aliens' tactics, eventually even turning their own weapons against them. In the final mission, the Ethereals congratulate humanity for its tremendous adaptability and potential, and welcome them to their rightful place as the Ethereals' greatest servants and most successful experiment. XCOM responds in characteristic fashion. The Ethereals seem to honestly be at a loss as for why the humans are being such poor sports about a process that makes them measurably stronger.
  • Wilhelm from Xenosaga exists solely to prevent the destruction of the Lower Domain. He does not care for how many lives he must manipulate, ruin, and destroy to achieve this goal.
  • All of the Watchers from Year Walk. Each one has a stranger behavior than the others.
    • The Huldra, who is outright stated in the Encyclopedia to not play according to human rules, is likely to kill humans who encounter her with sex, and she even tries to lure them in with her Compelling Voice. However, she's the friend of colliers, can bless a hunter's hunt if he's respectful, and if blood is willingly offered to her, she'll lend a human her assistance... How much blood she'll take is, however, seemingly determined by factors only known to her, and it's quite possible that she'll drink a person dry.
    • The Brook Horse drowns people, most commonly children, but may also carry restless spirits to their final rest on the other side and especially seems to have a soft spot for Mylings.
    • The Mylings, in turn, kill those who ignore their distressed cries, but are actually only children who long for their mothers... That does not mean that their mothers are extempt from the ignore-me-and-you-die rule, though.
    • The Night Raven is a seriously Creepy Crow and a Thieving Magpie that might hurt and/or kill anyone who so much as looks at it, but it shows no ill intent at all.
    • And as for the Church Grim, well... First of all, it's basically a revenant of a dangerous criminal or a beast that has been created in order to protect a church and, being either a resurrected person of severe moral shortcomings or an animal, it is willing to do anything to keep the church safe. Secondly, even mentioning the Church Grim can bring its wrath upon a person. Furthermore, the Church Grim's heart has to be smashed in order for a Year Walk to be able to take place, but the Church Grim doesn't seem to care about this fact.
    • Finally, there's the fact that all Watchers are watching mankind in order to make sure that no-one goes on a Year Walk; humans are not meant to be able to see into the future, and a Year Walk breaks this rule. When a human has made a Year Walk, it's also the Watchers' role to make sure that the person is punished for its transgression... Despite all this, the Watchers always keep the possibility of making a Year Walk an open alternative and, to some extents, even help humans complete their Year Walks.
  • Every character in Zeno Clash exhibits this to some degree. The Corwids more so than most.
    • The closest thing Zenozoik has to a sense of morality is "if you have a problem with someone, fight them". This isn't just anger (although it can be, and often is), it's just how disputes are handled.
    • In the sequel, a slight subversion of the trope is that Kax-Teh abides by black-and-white morality. This makes him the weird one to the rest of Zenozoik; after setting up a justice system in Halstedom and introducing the concept of crime and punishment, proponents of the system just want the ability to beat people up and put them in prison while the detractors just don't understand the concept to begin with. Ghat and Rimata are even under the impression that defending Father-Mother at his/her trial implies physical defense. To the rest of Zenozoik, Kax-Teh is the one with Blue and Orange Morality.
  • Junko Enoshima and Nagito Komaeda from Dangan Ronpa are both insane individuals. The former believes everything hopeful is bad and everything done for despair is good. The latter would do anything for the sake of hope, to the point where it's the only thing his moral compass recognizes. If people have to die so that hope can triumph, that won't stop him in the slightest.
  • Mr Crow and Mr Owl, the bird-headed humanoids of Cube Escape, are caretakers of Rusty Lake, an enigmatic lake that lives off people's memories. Their true natures (demigods? humans who attained immortality? Civilized Animals?), motives for overseeing the lake and whether or not they're good, evil, or neither have remained highly cryptic and ambiguous throughout the series so far. On one hand, they feed the lake by extracting the memories of dead humans and animal humanoids with a machine that has a disturbingly high risk of turning these dead souls into murderous Humanoid Abominations and they appear to see nothing morally wrong about inviting guests to their hotel and then turning them one by one into meals for the remaining guests. On the other hand, they are aware that their machine turning souls into terrifying horrors is a major problem, appear to be trying to fix it by helping a particular human Ascend to a Higher Plane of Existence, and Rusty Lake: Roots shows that they're willing to go out of their way to help save humans' lives... but only if they feel that it's necessary to further some larger plan of theirs.
  • Fate/Grand Order formally introduces the Beasts, seven powerful entities known as humanity's greatest enemies because they each threaten to annihilate humanity as we know it. However, the reason that they want to annihilate humanity is not because they hate us, but because they love us, but their comprehension of humanity is flawed. Of the beasts that have been encountered thus far:
    • Tiamat wants to become the mother of all life again, but in doing so must eliminate every single other lifeform in existence.
    • Goetia thought that his master Solomon didn't care about humanity because he didn't do anything to help improve their situation. However, his idea of improving humanity involves removing the concept of death from them entirely by incinerating the human order and using the energy produced to travel back in time and reshape humanity from its origin into his own image., unaware of just how important the concept of mortality is to humanity.
    • Fou has the potential to become Primate Murder, the ultimate existence in killing humans, but didn't in Fate Grand/Order because Merlin sent it to Chaldea, where it gained a proper understanding of humanity from its experiences there, thus "defeating" it before it could manifest.

Non-Specific Examples:
  • It is possible for the player to be this in any game that includes a morality system, if the player makes choices based on a line of reasoning besides good or evil. Of course, many games punish you for not being either all the way good or evil (for example, Infamous), or puts you in the middle path.
  • Sometimes, even Griefers have standards - some griefers only engage in griefer-like activity simply because it's funny. They may thrive off of Chaos, but they don't find it very funny when people are actually hurt or Second Life servers crash. Sometimes, a griefer may actually be intentionally trying to come up with whatever crazy stuff they can find specifically to test-out anti-griefer measures on servers; or the server stability in the event that a real griefer comes in with intent to destroy. One Second Life sim actually encourages people to attempt to crash it, and if they do, they try to find out why it crashed so that they can help create more stable servers in the future. There are also some times where people come in to try to be funny just cause well, it's funny!
    • For that matter, a lot of "Chaos"-types. Some people thrive off of the chaos, but only if people are around to appreciate the chaos and the insanity.