So the game I'm making is heavily inspired by Ultima IV: Quest for the Avatar. Basically I want to borrow the idea that your actions carry weight and you have several virtues you can impact, but I want to create a sliding scale of each virtue that has it's opposite vice at the end. The 8 virtues in Ultima were:
Honesty
Compassion
Valor
Justice
Honor
Sacrifice
Spirituality
Humility
I don't want to completely rip off their exact virtues in name or number (though some are kind of important to keep). Instead of becoming the core role model of every virtue, the virtue scale I have in mind I want to be somewhat secondary in nature to the main game premise where you can ultimately influence each one independently of the other (though many actions will affect more than one) and having a certain balance is not a prerequisite for the game's conclusion.
So I'm eager to hear some suggestions and ideas from others for what virtues & vices to include? The game will be largely based on action and reaction so I really want each virtue & vice to be impacted by how you play the game. Some examples of things that could impact your virtue scale:
-How often you retreat from battle
-How often you kill enemies much weaker than you
-How you respond to NPCs
-How often you visit shrines
-What sort of skills you learn and use
-What sort of house you own
-What shops you visit
-What you loot from people's homes
-What companions you recruit
just to name a few. So any suggestions on what sort of virtues and their opposite vices would really be useful
