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Games Let You Be Evil, So Why Do 90% of Players Choose to Be Good?

Nowadays, many high-freedom RPGs offer players the option to commit evil acts, such as randomly killing NPCs or choosing villainous routes.

Interestingly, however, a large number of players ultimately choose not to become villains, instead opting to play as righteous heroes—a topic that has sparked extensive discussion online.

游戏明明能随便作恶 为什么9成玩家最后都选择当好人?

An interesting set of game statistics circulating online shows that in Stardew Valley, 95% of players choose to restore the Community Center, opting for the "good" path instead of causing destruction.

Many players initially assume that while they must follow rules in real life, they can act as villains without restraint in games. However, actual experience shows that people are often more inclined to freely embrace goodness in the virtual world.

In highly open-ended RPGs, playing as a good character often provides a more enjoyable experience. If an NPC deceives you, you can simply execute them, unlike in real life where you might have to suffer in silence.

Choosing the good path allows you to gain companions and enjoy complete side quests. If you consistently act evilly, NPCs around you will distance themselves, leaving you alone and significantly diminishing the sense of companionship.

Even when a game doesn't explicitly define good or evil paths, players will still actively consider their choices. Take The Elder Scrolls V: Skyrim, for example—many players carefully compare the ideologies of the Empire and the Stormcloaks, analyze how different choices impact the entire world of Skyrim, and thoughtfully pick the more reasonable side, rather than simply seeking thrills through destruction.

游戏明明能随便作恶 为什么9成玩家最后都选择当好人?

This tendency is also evident in the Baldur's Gate 3 player community. Discussions focus less on which moral path offers better gear rewards, and more on finding ways to save as many characters as possible—even exploiting bugs to rescue those destined to die according to the plot.

Of course, this isn't to say players never do bad things. Most people can accept minor misdeeds like petty theft, but few are willing to engage in indiscriminate slaughter or purely malicious harm.

Ultimately, most people play games to experience stories and find companionship, not merely to vent malice. Being a good person in a virtual world comes without real-life consequences and often leads to a richer narrative experience, which is why it remains the preferred choice for most players.