QUOTE(Fyonne @ Nov 12 2008, 11:42 AM)
actually if u put in Fallout 1/2 term, ppl usually go goodguy coz it give better exp than badguy quest (more quest u can do as good guy compare being badguy). n wat i really wish for is balanced quest for both type of karma (good n bad n perhap they can add in neutral one too). to put it, if u had good karma, u will miss out same amount of quest/detail if u go for badguy unless with cult personality perks.
The original ending for Junktown is as below:
If you help Killian, the 'goodie' guy, Junktown will become an isolated small town because of his strict law enforcement which cause most traveler stir clear away from the place.
If you help Gizmo, the 'bad' guy, Junktown will prosper because Gizmo don't want his business ruin by other competitor.
Junktown will become a nice place to live.
Interplay saw this and axed it. Saying they want a normal reward for being good and being bad. Hence the current
ending:
"Junktown
1. Killian takes control: Kill Gizmo but not Killian.
2. Gizmo profits and chokes on iguana-on-a-stick: Don't kill Gizmo.
There are two pictures for Junktown, showing Killian and Gizmo respectively. "
Fallout is not a game about clear black and white. Rather it focus on the choice player made and the consequence he/she received based on his action.
Compare the previous titles, FO3's karma system is really, really, weird and bad.
If I steal something but no one sees it, how do I become a bad person?
If I kill a bad guy, why does it make me a good guy? Doesn't the bad guy has his own reason behind his action?