Karma Meter: Difference between revisions

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** This is also played on smaller scales at various points in the games, with generals betraying you if you perform specific, horrible actions during missions. This also comes into play during modes like DW4's Xtreme Mode. It does take a somewhat larger amount of bad acts, but constantly doing things like capturing girls hostage to be taken as sex slaves, or randomly killing your allies [[The Pirates Who Don't Do Anything|(that usually don't do any fighting anyway)]] will cause your recruited party members to gradually lose respect for you, [[Video Game Cruelty Punishment|until they eventually get sick of you and turn.]] Of course, [[Video Game Caring Potential|saving peasants from monsters and generals from bandit raids]] will make them love you, and it's generally it's these good deeds that nab you more party members and good items to begin with.
 
=== [[Massively Multiplayer Online Role Playing Game|MMORPG]]s ===
* ''[[City of Heroes]]'' has Fame Points as part of it's ''Going Rogue'' system. Characters receive fame for completing tip missions, and each point of fame pushes them toward one of the four alignments ([[The Cape (trope)|Hero]], [[Anti-Hero|Vigilante]], [[Complete Monster|Villain]], or [[Anti-Villain|Rogue]]). Upon accumulating 10 points of fame toward an alignment, one can complete a morality mission to finalize the change. Interestingly enough, contacts have no effect on alignment. A Vigilante can team with a villain and run [[For the Evulz|Westin Phipps's]] story arc without a blip on his alignment meter, despite the fact that he's [[Moral Event Horizon|poisoning children]] and murdering school teachers.
* The canceled ''[[Ultima]] X'' was planned to use an eightfold karma system similar to ''Ultima IV'' (see below in RPG) where the different morals would frequently conflict. An example the developers gave is a quest where you are tasked with hunting down a thief, and learn that he stole to buy food for his starving family. You could then follow Compassion or Justice by letting the thief go or have him face the punishment for his crime. To further muddle the issue, if you returned the stolen item you would learn that the quest-giver is not the legitimate owner, which in turn gives the choice between Honor in sticking to the original agreement or Honesty in delivering the item to its proper place.