The game clearly allows you to do evil at will, so why do 90% of players choose to be good guys in the end?

📅 2026-10-14

Abstract:

Nowadays, many RPG games with a high degree of freedom will provide players with the option to do evil. They can kill NPCs and choose the villain route at will. But what is interesting is that a large number of players do not choose to be bad guys in the end, but instead choose to be good people in the game. This topic has triggered a lot of discussion on the Internet.

The game clearly allows you to do evil at will. Why do 90% of players choose to be good people in the end?

It is interesting to see a set of game data circulating on the Internet. In Stardew Valley, 95% of players will choose to repair the community center, which means taking the good guy route and not causing damage.

Many players originally thought that they had to abide by various rules in reality and be able to be evil as they pleased in the game. However, after actual experience, they are more willing to be good and good people in the virtual world.

In an RPG with a high degree of freedom, the game experience of being a good person is more comfortable. If an NPC deceives them, the player can execute them at most, and they don’t have to suffer the loss of being dumb like in reality.

The good guy route can be accompanied by companions and has a complete side plot. If you do evil along the way, the NPCs around you will stay away from you. In the end, you will be left alone, and the sense of companionship will be greatly reduced.

Even if the game does not clearly divide the lines of good and evil, players will actively consider their choices. Just like "The Elder Scrolls 5", a large number of players will carefully compare the philosophies of the Empire and the Stormcloaks, analyze the impact of different choices on the entire Skyrim world, and carefully choose the more reasonable side, instead of simply seeking excitement through destruction.

The game clearly allows you to do evil at will. Why do 90% of players choose to be good people in the end?

This tendency can also be seen in the "Baldur's Gate 3" player community. The focus of everyone's discussion is not who will give more equipment rewards in the good or evil route, but to find ways to save the lives of more characters, and even find bugs to save characters who must die in the plot setting.

Of course, this does not mean that players will never do bad things. Most people can accept petty theft and other small evils, but few people are willing to do indiscriminate killings and pure malicious harm.

In the end, everyone plays games more to experience stories and gain companionship than to simply vent their malice. Being a good person in the virtual world means you don’t have to bear the cost in reality, and you can also gain a better plot experience. This is also the common choice of most players.

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RPG

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