Catching up to the thread:
Can you give me a specific example of this in SJ? Because I stopped maybe midway and don't remember anything that extreme.
Apparently, the whole "destroying free will" thing doesn't show up until the ending, but the FAQs make it sound like you get it automatically if you're lawful. I actually did get to be lawful from shaking hands with people and completing missions dutifully, despite choosing the neutral answers to all the questions about humanity's nature and future. (It should be noted that neutral choices don't change your alignment at all—if you want the neutral ending, you need to balance lawful choices with chaotic ones, which sometimes means doing really stupid things.) Anyways, if the game doesn't provide some last-second opportunity for change that I never got to, then it's the worst implementation of morality I've had to deal with.
I reckon there ought to be something a like Conscience meter, which goes down every time you do something that goes against the specific moral code of the character, or goes up the more you stick to it. Get it low enough, and it changes said character's standard behaviour for the worse (for instance, if the character is initially and explicitly opposed to stealing according to the narrative, and yet constantly finds themselves doing so, they'll begin to justify it to themselves and have less of a problem with it).
Makes me think of how Iji
handles the issue of violence—if you kill everything that moves, the main character goes from apologetic to barely sane.
Instead of a karma meter or morality system with however many axes, I'd rather track reputation with something more like Relationship Values.
That sounds really, really promising.
edited 10th Nov '11 10:16:15 PM by feotakahari