How do you make compassion worth the risk in a survival game?
I’m making a game about managing a monastery during the plague, and I’m stuck on one problem.
A mother arrives at the gate with her sick child. Letting them in means spending food and medicine, and possibly putting everyone in the monastery at risk. Turning them away is clearly the safer choice.
So what stops players from eventually learning to refuse everyone?
I don’t want a morality meter, and I don’t want every kind choice to automatically pay off later. But I also don’t want compassion to feel like a mistake.
How would you approach this?
For context, the game is called MORVUS