Monday, March 23, 2009

Why I Can't Play Evil in Fallout 3 (and Why I Can in Fable 2)

Having completed Fallout 3, and currently playing through Fable 2, memories of the comparisons of the two around their release dates are all coming back to me. With two sandbox, time intensive RPGs being released within the same month, comparisons were bound to be made. Sides were chosen. Months later, now that the dust has settled with neither game a slouch in sales, the similarity that has been sticking out in my mind is the element of moral choice, an element both games were promoted highly for. In particular, I was struck by my own moral choices in both games.

My character in Fallout 3 is basically John Wayne of the American Wasteland. The fearless avenger; always looking out for the little guy. Rather than bother with diplomacy, I killed the entire slaver camp on sight. By the end of the game, my Karma was about as high as it could go. Fable 2, on the other hand, has pretty much been the polar opposite. My "hero"-in the loosest sense of the word-is a dirty rotten bastard decked out with horns, glowing eyes, and whatever having your corruption-purity slider all the way to the left side does to you. I've taken almost any opportunity to be Albion's biggest asshole; from gleefully murdering the entire city of Oakfield (which, much to my chagrin, didn't seem all that affected by it upon my return ten years later) to sacrificing my husband for points at the Temple of Shadows. And don't get me started on monogamy and extra-marital group sex.

Several hours into Fable 2, I realized that I was playing these two games as polar opposites. It confused me at first. They're both games with good-and-evil moral choices. I should be consistent on both, right? Now that I'm close to the end of the game, I think I have a few theories as to why not.

First, and what I first thought of, was the tonal differences between both games. Fallout 3, for all it's satire, black humor, and science fiction underpinnings, is fairly realistic and, in comparison to Fable (or anything Molyneux), tonally consistent. It picks a mood-the bleak, mutually oppressive environment commonly associated with post-apocalyptic fiction-and sticks with it 'till the bitter end. Everyone, from the defenseless NPC to the bandit oppressor, is having a shitty time. The depressing, poverty-stricken imagery of Fallout serves to add more weight to the "good" side of moral choices; do you really want to screw this guy's life up more than it's already been?

Meanwhile, Fable 2, true to Lionhead fashion, is a cartoon. While it's story goes serious and interesting places, the game's self-aware humor, colorful visuals, and Nick Park-esque character designs give the world of Albion a far less depressing outlook than the Wastelands. Moreover, it's a world where both good and evil seem to coexist in equal portions. The mechanics of the game play into this as well. It is a game where you can slaughter an entire village of innocents, true; it's also a game where the rite of passage to join the quest-giver is eating "10 baby chicks". It's a game where you can cheat on your spouse, and then pose for a couple minutes to make it all better. It almost feels like I'm slighting Fable 2 when I say that the game's tone and style give the moral choices in the game a lot less weight than Fallout 3, but it rings true. Unlike Fallout 3, playing the evil guy in Fable 2 has been a no-brainer from the get-go.

My other theory, the one I've found most revealing of myself as a player, is the sense of empowerment these choices give. As stated, Fallout 3 is a world where even the most well-off inhabitant isn't doing well for himself by our standards. When given the choice between doing good or evil, leaving my mark on this world factored into my thought process. Certain moments in the game aside (big changes can be made to the world by playing the bad guy), I found that playing the good guy many times held a rebellious quality to it. When I'm giving random guy outside of Megaton a glass of purified water, I'm going against the grain; sticking it to the man, whatever that might be in this game. In a world where the bad is turned up to "11", I've found the way to leave my mark was to play the good guy.

My play style in Fable 2 is largely a reaction to how different the environment is than in Fallout 3. In Fable 2, a game with less emotional baggage and a goofier atmosphere, playing the bad guy feels empowering. The game's renown system and the fearful dialog your actions can inspire from NPCs certainly adds to that (despite some weird inconsistencies I'll highlight on in an upcoming review.) It's the guilty pleasure that many gamers still feel uncomfortable acknowledging: in the right game, it's fun to be the villain. The sales of the Grand Theft Auto series confirm this, while much of the critical reaction to Grand Theft Auto IV confirm my point about Fallout 3. The fourth canon edition in the GTA series stripped away much of the goofy playground aspects of the old games in favor of realism, and in response, many critics and players approach GTA IV in a different way. While some claim that the ability to go on a killing spree breaks the overall narrative, I've seen many who reacted to the game by not even wanting to go on a mindless killing spree in the first place. The strength of the story was probably a factor for some people, as was the more difficult police chases and realistic car handling. But I think some of this reaction must have been from the overall realistic approach. Killing an innocent person in Grand Theft Auto IV feels less like killing a doll like the previous games, and more like killing an innocent person.

It is worth noting that, at least as far as I've gotten, Fable 2 hasn't tried it's hand at a choice as big as the Megaton bomb. In fact, some of the choices feel forced to the point of self-parody; in The Spire, you're forced to listen to prisoners begging for you to feed them. It isn't trying in the same way as Fallout 3 but, as Peter Molyneux has been adamant about since the original Fable, it is trying, and it's interesting to see my own reactions to the moral choices in both games.

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