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Civilian casualties in games


Atreides

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I'd look forward to a press conference when you get back from finishing a mission.

 

Mayor: Good job on retrieving the thingy and saving the town!

Spider: What're your comments on reports that 50 civs were killed as you tried to "save" them? As they were running away?

Mayor: IS THIS TRUE??!

Player: I don't know what you're talking about.

Spider: We have an eye witness account from one of the victims right here.

Player: I've never seen her before.

Spider: We have pics here from the internets of you ransacking the burnt remains of the town. Do you make it your policy to pillage the people that you're supposed to protect?

Player: I was just collecting the valuables... for a fund to rebuild the town!

Mayor: I'm sure <player name> will be only be too happy to donate his reward to the town rebuilding scheme.

Player: :blink:

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Get off the ganga, mahn, and start the game design. I'd like to see this as a major theme. Of course, it could suck. I'm with Nart in that I don't want to see some huge escort mission type game where I do nothing but fret over the number of civilian casualties.

 

Hey, I'd be happy with a game that enlarged the possibility of civilian casualties while increasing the impact those casualties would have on the roleplaying aspect. Someone else mentioned the scheme, but I'm too lazy to look.

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This is one of the details you seldom have time for when making games. Youd have to script reactions for every single person-object in he game which takes time and is quite tedious.

 

Still, Id like to see something change if I obliterate half the citys population in a game like NWN2

 

 

I'm with Nart in that I don't want to see some huge escort mission type game where I do nothing but fret over the number of civilian casualties.

 

 

I dislike it too, because its something you usually have no control over. You could be blasting away handsomely at some raiders when all of a sudden the AI of your **** party member decides its a good idea to use burst fire on an enemy standing with some kids next to him ---> Instant Colateral Damage!! Wee! *quickload*

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I dislike it too, because its something you usually have no control over. You could be blasting away handsomely at some raiders when all of a sudden the AI of your **** party member decides its a good idea to use burst fire on an enemy standing with some kids next to him ---> Instant Colateral Damage!! Wee! *quickload*

 

And that's uausally the point you realize that you remember that you forgot to save at any point in the past 3 hours... :)

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I dislike it too, because its something you usually have no control over. You could be blasting away handsomely at some raiders when all of a sudden the AI of your **** party member decides its a good idea to use burst fire on an enemy standing with some kids next to him ---> Instant Colateral Damage!! Wee! *quickload*

 

And that's uausally the point you realize that you remember that you forgot to save at any point in the past 3 hours... :(

nah... for me thats' when I leave the game (a game like XIII) and because of the way it works I loose all my progress.

 

 

Now what'd be interesting is to see a game with serious urban warfare but you've got civvies running around trying to get under cover.

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Would/should it be feasible to consider moral issues in games, for example going out of your way to prevent civilian casualties? 

 

You know, now that I think about it, Mercenaries had collateral damage and penalties for it. Killing innocents really pissed everyone off.

 

I can't remember if the civis started going after you though.

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