Experiments with morality in New Vegas end in failure

Jet has been down on his luck lately. He's had a few run-ins with the local thugs, dealt with a band of escaped convicts, and just narrowly avoided becoming zombie food. Oh, and a mysterious man recently shot him in the head and buried him in the dirt. Life on the Mojave Wasteland is harsh for everyone, but this is ridiculous. For some reason, he can't handle conflicts in the wasteland the way he'd like. That's because he's a product of my imagination meant to make my time in Fallout: New Vegas more tolerable.

Fallout: New Vegas

The role-playing elements of the Fallout games cause me nothing but stress. I hate having to assign points to a variety of stats based on vague descriptions without knowing what's waiting for me in the world.

Still, that world is so wonderfully realized that I decided to give Fallout: New Vegas a shot, with one twist: I decided to take the phrase "role-playing game" at its word by living in the wasteland as avatars modeled after the five colors found in my favorite trading-card game, Magic: The Gathering. Jet was the first of those five characters.

He was also the last.

 

There are five colors of mana in Magic: white, blue, black, red, and green. Each has its own views, motivations, likes, dislikes, and means of getting what it wants. Having played the game for years, I figured I knew the colors well enough to adapt them into five unique wastelanders.

I decided to begin with Jet, black's representative, because his way of thinking seemed suited to the world of video games where there are no real consequences to fear. Black is a selfish color that is willing to do anything to get what it wants, but it typically prefers deceiving others. Despite the Mojave Wasteland's obvious lack of morals, however, Jet didn't fit in from the very start.
 
Fallout: New Vegas

When the local ruffians, the Powder Gangers, threatened a wealthy merchant passing through the town where Jet was rescued, I decided to have my shady avatar seek to align himself with the thugs before swindling both sides. I went around convincing the townsfolk to offer all the supplies they could spare, then searched high and low for the Powder Gangers so I could  get them to do the same, but I could never find them. When I finally gave in and progressed with the quest, I immediately found myself fighting alongside the townies, tarnishing Jet's reputation with the gang before he had even met them.

Later on, I stumbled across another group of troublemakers holding New California Republic soldiers hostage. The NCR had the place surrounded but feared their brothers would die if they decided to attack. I saw this as an opportunity to go in as a neutral party and assist the highest bidder. Unfortunately, neither side's representatives were programmed to deal with someone as selfish and sly as Jet. Even with his amazing speech skills, the options were purely black and white: encourage a fight or persuade a truce.

I can't imagine the other four characters I had in mind would have fared much better. Jade, green's beastly mascot, would have taken issue with slaughtering coyotes and geckos to level up as she respects nature far more than the despicable societies men formed post nuclear war. Scarlet, red's wild rogue, probably would have run afoul of Fallout's harsh consequences for the impetuous. Red is all about total freedom, but others view that as chaos. One unfortunate mishap with an explosive (which I figured to be Scarlet's preferred weapon) while handling a random mugger outside New Vegas could kill an innocent bystander. With death being permanent for non-player characters and the game saving periodically on its own, I figured playing red would just be a big pain.
 
Fallout: New Vegas
 
Really, the attempt was always futile. My problem with Fallout stems from the fact that I only enjoy the brief but meaningful decisions you're forced to make and the impact they have on the brilliantly fleshed-out world around you. Even then, some decisions are bigger than others, with most ending in a small note informing you that your character either won or lost karma. I just wanted to find out who shot Jet and why, all while making the same decisions someone with his devious mind would make. That just left me with a bunch of incomplete side quests, though. I'll never be a fan of the parts in between the big decisions, so I guess I'll never be a real fan of Fallout either.