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&rsquo;re good or you&rsquo;re bad.</strong>&nbsp;In&nbsp;<em>Ghost of Tsushima</em>, created by Sucker Punch Productions (the developer behind the&nbsp;<em>Infamous&nbsp;</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&rsquo;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:&nbsp;<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&nbsp;<em>bad&nbsp;</em>behavior. And similar to Jin Sakai,&nbsp;<em>Ghost of Tsushima&rsquo;s&nbsp;</em>stealthy katana-wielding protagonist, who bucks tradition for the radical path, the player&rsquo;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&nbsp;<em>Infamous Second Son</em>, the story and gameplay in&nbsp;<em>Ghost of Tsushima</em>&nbsp;are not affected by dialogue choices or split-second decisions on whether to kill or subdue enemies. These choices, all part of&nbsp;<em>Infamous&rsquo;</em>&nbsp;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>
Tags: Ghost Tsushima