Once the player completes the
control tutorials and character attribute assignment, Fallout 3 immediately demonstrates the weight of the player’s
choices to be made. Through the dialogue options that come up
with interactions with NPCs, the player is given the “freedom of action [and] the freedom
to be moral or immoral… [through] presenting players with complex moral
dilemmas that require careful reasoning.” (Schulzke 2009) One of these choices
include the option between killing your character’s best friend’s father to
escape from the vault, or choosing to talk him into letting the character leave
instead. Whilst this main choice does not present much of a choice, all other
side quests “can be accomplished in manifold ways [where] you can kill quest
givers or they can simply die on their own, even during quests.” (Pichlmair
2009, 111)
The
moral implications of these choices can be gauged through the Karma system that
Fallout 3 uses. Schulzke (2009) notes
that nearly everything the player does affects their karma, through increase or
decrease with the numerical value depending on the severity of the morality
behind each action. Stealing warrants a minor penalty whilst murdering
non-hostile individuals incurs more significant bad karma, all acts that can be
gauged beforehand, as the interaction will appear red in colour instead of the
standard green. With each deed, the game condemns the bad through incurrence of
loss of karma. This is represented instantaneously both visually on the screen
with a notification claiming ‘You’ve lost Karma!’ and with auditory cues
accompanying, as it does with earning of Karma. These choices that the player
is being offered allows for the player to “manipulate their moral identity as
though it were any other character attribute… in the same way that one choose
their hair color or gender in Fallout 3.”
(Staines 2010, 42)
In addition to this, Karma
determines the character’s title that is given as the player levels up,
depending on whether the Karma numeric places the player in Good Karma, Neutral
Karma or Bad Karma. This Karma and reputation system is developed even further
in the next installment in the Fallout series, Fallout: New Vegas, where these Karma levels also determine certain
locations that can be visited by the player. If a character opposes an enemy
faction, then they are welcomed into entry, or if they are allies of an
opposition then they will be attacked on sight which increases the replay value
of the game as “there is no way to act in the Fallout world without creating new
opportunities and closing off others.” (Schulzke 2009) The
open nature of the Fallout world encourages the player to explore and make
moral choices that, unlike many games, affect the outcome of both the main
narrative and side stories that each carry their own moral weight with the
decisions made.
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