Ghost of Tsushima Takes a Different Stance On Morality
<p>U<strong>sually, morality systems in video games sway player behavior towards one of two distinct paths: either you’re good or you’re bad.</strong> In <em>Ghost of Tsushima</em>, created by Sucker Punch Productions (the developer behind the <em>Infamous </em>games, where player-choice was bound to such rigid dualisms as valor versus villainy), they put aside their tried-and-true morality system for a narrative scheme that’s far less branching.</p>
<p><img alt="" src="https://miro.medium.com/v2/resize:fit:1250/1*mfrl0asLMk7tb5JTqxQdxg.jpeg" style="height:659px; width:1000px" /></p>
<p>Source: <a href="https://magazine.artstation.com/2020/08/sucker-punch-productions-ghost-of-tsushima-art-blast/" rel="noopener ugc nofollow" target="_blank">Art Station Magazine</a></p>
<p>The game still forces the player to confront the consequences of their <em>bad </em>behavior. And similar to Jin Sakai, <em>Ghost of Tsushima’s </em>stealthy katana-wielding protagonist, who bucks tradition for the radical path, the player’s own conscience must evaluate if the right thing is being done. As a result, while the game lacks a true scale for weighing good or bad actions, the narrative itself plays out as a kind of morality test.</p>
<p>In contrast to <em>Infamous Second Son</em>, the story and gameplay in <em>Ghost of Tsushima</em> are not affected by dialogue choices or split-second decisions on whether to kill or subdue enemies. These choices, all part of <em>Infamous’</em> karma system, decide whether your main character went out as a hero or as a villain.</p>
<p><a href="https://medium.com/super-jump/ghost-of-tsushima-takes-a-different-stance-on-morality-3c5372e5640b"><strong>Click Here</strong></a></p>