inFamous: Second Son’s morality is about “small choices” & Batman say Sucker Punch
A big feature of previous inFamous games has been its morality – decisions made by the player that impact the world and hero, for better or worse. That’s not been shown yet in inFamous: Second Son but now creative director Nate Fox explains what directions we can expect from Delsin’s moral compass.
As Sucker Punch‘s Fox points out, “Delsin is an all new character, part of an all-new story and the player gets in at ground zero. Second Son is Delsin’s origin story and because our game lets you choose if you want to be good or evil, you get to decide how he grows as a person and how the people around him are changed by his choices”. So that ability to shape Delsin into “a hero or an antihero” is still core to the game and, according to Fox, means “you have to start at kind of a neutral place and let the player’s choices dictate where Delsin goes”.
The choices you make once again mean “the player gets to determine how the story changes and how Delsin’s powers grow by making choices along the way”, says Fox. However, the system has been changed this time around. Instead of big scale yes/no decisions or killing bucket drummers Fox is keen to push a focus on having “the player make small choices”.
These choices have an impact because of Delsin’s abilities. “When he gets powers, he becomes suddenly very high profile” explains Fox. “People are horrified by him. He’s a bioterrorist, he’s out in the city where everybody wants to put him in a cage. But that means that his every action is noticed by people in the city, and even the world”.
The idea he raises is that “people always think about the overarching macro but they rarely think about the second-to-second experience of what it’s like to be Batman”, something he thinks is a “big deal”. Here’s an example he gives of the “little things” the player has to choose between: “Somebody might try to surrender to you in the middle of a fight and put their arms up. You could violently execute them or take them down alive”.
“Choosing to be a good guy or a bad guy,
that’s the simple choice. The harder thing to
do is: are you capable of walking the walk?”
“Do you know how hard it is to take down everyone alive?” Fox states. “And when you do it, you feel like a superhero because you actually did the work.” The idea this time then seems to be less on making the choice and more on seeing it through: “Choosing to be a good guy or a bad guy, that’s the simple choice” says Fox. “The harder thing to do is, are you capable of walking the walk? And that’s where the game comes alive in terms of karma in my mind”.