this post was submitted on 27 Nov 2023
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[–] starman2112@sh.itjust.works 2 points 11 months ago (1 children)

My favorite example of an actual moral dilemma is in No Man's Sky, of all places. You meet someone early in the game, and find out that they're actually dead and what you've been talking to is just their soul trapped endlessly transmitting a distress signal.

No Man's Sky spoilerYou capture their soul in an electronic mcguffin, and have a choice between putting it in a simulation of the universe so they can continue to "explore" (which is eerily similar to what the player is doing, now that I think about it), or open it and let their soul free, killing them for good and letting them rest in peace.

I spent longer making my decision there than I have with any other decision in any other game. I absolutely love that nobody ever suggests that you made the wrong choice, no matter what you decide. I hope to one day make my players think that hard about a decision in my campaign.

[–] Archpawn@lemmy.world 1 points 11 months ago (1 children)

Can't you ask them? Also, how hard is it to stick your soul in a simulation? That sounds awesome.

[–] starman2112@sh.itjust.works 1 points 11 months ago* (last edited 11 months ago) (1 children)

The character doesn't know they're dead. In D&D, the players might be able to ask, but in NMS, you have to choose without even knowing what they would prefer.

If you choose option A, you can opt to tell them the truth about their new simulacrum of a life later on, but I chose option B, so I don't know how they respond to it and the wiki doesn't say.

[–] Archpawn@lemmy.world 1 points 11 months ago

Why can't you choose option A, tell them, and then if they say that they'd prefer option B, delete the simulation?