
Morality systems in games almost always come off as feeling superficial and silly. The choices always given to you end up requiring you to be Gandhi or Hitler with very little gray area in between. The only game I’ve ever played that didn’t come off this way was Mass Effect. Mass Effect certainly had those two possibilities, but it had the gray too. Besides, nothing aside from story was affected by the players’ choices. There weren’t any special abilities to be obtained by being especially evil or anything like that. This lead me to make choices largely based on my mood at the time and more importantly the context of the situations presented me. I ended up playing a character that was quick to anger, but was generally a good guy when it came down to it. This article isn’t about Mass Effect though, it’s about inFAMOUS, which features the most ridiculous moral choices I’ve ever seen in a game.
Before I ever started playing inFAMOUS I knew no matter what choices were thrown at me I would always pick the evil ones. There was absolutely no middle ground when the game gave you choices, I either got to choose to do the obviously good deed or the horribly evil one. Since the powers acquired for being evil were better in my opinion I opted to be the biggest bastard in Empire City. The problem with this is what is the point? Isn’t the reason to have any morality choices at all to allow the player to explore these behaviors? Maybe I want to see what it’s like to be a total selfish prick because it goes against my upbringing, or maybe I want to play the middle ground and just see how things pan out without making any big decisions. Perhaps I want to play it like I would if all this crazy stuff was actually happening to me in real life. None of this ever crossed my mind when I played inFAMOUS, I went evil simply because I wanted those powers. I was almost immediately turned off by the story, which only further made the moral choices irrelevant since I was almost solely playing the game for its playground appeal.
inFAMOUS follows in the footsteps of Crackdown, there is an open world and the player is given crazy super powers. It’s a wonderful setup that allows for a great deal of fun to be had doing almost anything. Since I thought the story was ridiculous, I was primarily playing just because I found the game fun. This is the only reason I chose evil, simply because I thought those powers would be more fun. My explosions certainly were a lot bigger than Gandhi’s ever could be.
The other glaring problem about inFAMOUS’s morality system is how poorly it melded with the story. Despite making good or evil choices, several of the missions require you to be good. There are missions that require you to escort a bus of injured people to a hospital. You can’t not do it and still continue the story. This of course causes quite the disconnect between story and player actions should you choose to go evil, but discussing that would be opening a whole new can of worms. There’s more ludonarrative dissonance in this game than… well a game with a lot of ludonarrative dissonance problems I suppose.
The game is still a great time. The controls are intuitive and the new abilities are introduced slowly enough to not be overwhelming. The world is fairly well designed, and the parkour controls are incredibly forgiving. Almost too forgiving at times, requiring multiple presses of the cancel button to reach the bottom level of somewhere. Also there are a few annoying sections, but given the sheer amount of your characters powers and the diversity of the city, I’d be willing to make the argument that the players lack of creativity is what’s really causing the problem. Simply put, the controls are solid and play off the environments nicely, which leads to a solid gameplay experience.
I still find it amusing that I can absolutely disregard a games story and still have such a great time with it. The whole point of this blog, whether or not I’m actually achieving it, is to discuss games in a more analytical light. For whatever reason, I’m more drawn to the narrative side of these discussions. I find games to be a very unique form of storytelling whose potential is just barely starting to be tapped, yet I’ll still play a game like inFAMOUS for no other reason than to shock the shit out of a bunch of weird looking bad guys in style. Whatever, I guess you can’t argue with fun.

