My Message close
GAME JOBS
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
May 23, 2013
 
2K Games
Tools Programmer - 2K Games
 
2K Games
Graphics Programmer - 2K Games
 
2K Games
Engine Programmer - 2K Games
 
GREE International
Senior Product Manager, Growth and Revenue
 
GREE International
Business Intelligence Data Analyst
 
Synergy Blue
3D Artist / Animator
spacer
Blogs

  Morality in Video Games: Paint it Grey
by Shoshannah Tekofsky on 11/08/10 07:34:00 am   Featured Blogs
14 comments Share on Twitter Share on Facebook RSS
 
 
The following blog was, unless otherwise noted, independently written by a member of Gamasutra's game development community. The thoughts and opinions expressed here are not necessarily those of Gamasutra or its parent company.

Want to write your own blog post on Gamasutra? It's easy! Click here to get started. Your post could be featured on Gamasutra's home page, right alongside our award-winning articles and news stories.
 

[spoiler alert - There is a spoiler for Enslaved in the indicated paragraph]

Do you want to be the good guy or the bad guy? It is a question quite a few games ask nowadays. Indecision does not pay off. Anybody who responds to an average game with any level of ethical nuance will end up being the Jack of All Trades, Master of None of Morality. This is not only a purposeful design element where “karma” is tracked based on how many “points” certain actions get, it is also implicit in almost all games: You fight the “bad guys”. Or, if you have a really original title on your hands, you might fight as a bad guy against the good guys!

It is binary ethics, and I will hardly claim it is unrealistic. Religious zealots and fervent nationalists base all their actions on the thought of fighting for good against the forces of evil. In turn, this is reflected in anything from fairy tales to the Ten Commandments. It is the idea that some acts are intrinsically good or bad – a concept that is quite easy to quantify and characterize in video games. Now the question is not only if this is good design. The question is also, is this a morality we want to support?

My suggestion is to base video game morality more on the reality of human nature, and less on a bland black-white dichotomy where no one wants to be caught dead wearing any shade of gray. Gray is the interesting color! It has more depth, reality and interesting choices. On top of that, morally black and white human beings do not exist. They are an abstract concept. We naturally use it to simplify our encounters with people that strongly disagree with us, and lose so much in the process: empathy and understanding. A truly relatable game will be made up of characters we can sympathize with. Enough designers put in effort to create a protagonist that is flawed but likeable. But what about the other side of the conflict? Seldomly have I seen games where the antagonist is a real human being. The tragedy of conflict, war and death is best shown by how futile it always is. There are only two features in human nature that cause us to fight with one another and create misery: Misunderstanding and Malfunction.

Misunderstanding is when people refuse to see, or are unaware of, other perspectives on the problem. They are so dominated by their feelings, or by their fellows, that they do not stop and think what they are doing to others. They do not realize the suffering they bring.

Malfunction is when people are mentally damaged. Psychopaths are incapable of empathy, and so are incapable of caring what damage they might do. Other mental disorders might make people blind and deaf to the suffering they cause.

 

[spoiler]

These are the “villains” you want to portray in a game. Think of the ending of Enslaved where the “bad guy” was only trying to do good in a very strange way. He did not understand very well what people needed, and so his intentions went wrong. Think of Heavy Rain, where the protagonist is trying to save his son, but has to do gruesome things to reach his goal. He is trying to do the right thing, but doing the right thing can be a very complex matter!

[/spoiler] 

Design-wise it would be much more interesting if games would take an increasingly realistic approach to morality. Instead of giving us horns, halos and karma, give us interesting choices! Morality is defined by the joy and suffering we bring, so let that be the measure we show in games. Some games express this by letting companion characters or factions respond to your actions. It is a step in the right direction. Emotional resonance would be another important step. For instance, Trip taking control of Monkey in Enslaved is a “bad thing” in binary ethics. However, as soon as the player understands their predicament, it can hardly be seen as bad any longer. The realism of such an action creates rapport with the player. If such actions were cast into a meaningful player choice, just think of the response! Yet currently, such morally grey actions are often not rewarded in games. You cannot play as a true human being because only extremes are rewarded.

Yet the question of morality in games is not only one of design. I am one of the last people to say games are bad for us. For instance, I do not think violent games cause violent behavior in any significant way. Part of the reason is that we all understand that video game violence is not real. We are playing pretend and we all understand that. However, with morality, that line seems less clear. Too many people accept that morality is a matter of good against evil. It is only natural to them that it works like that in fiction too. I do not think video games make the issue worse. I do think that video games can make it better. Actually, books, movies, and educational institutions can do just as much or much more here. I realize this. At the same time, books and movies have a much greater repertoire of thought-provoking material than games do. On top of that, games can let people actively take part in the moral choices. It also partly engages a different audience that might not be reached by the movies and books in question.

Currently, technology and profit limit our options. To truly implement realistic ethics you would need the type of dynamic AI that does not exist yet. Scripting moral choices might allow a binary choice to get 3 or 4 branches instead, but it is essentially the same problem. Realistic morality is a subproblem of realistic human interaction in games. I realize there are many technical hurdles here. For instance, even if the game characters come to form interesting and dynamic responses to the player, how would they formulate them? Natural language is hardly their strength right now. At the same time, there are a lot steps we can take to improve morality in games based on the technology that we do have right now. It can be both part of the design, and the story.

This article is meant as thought-provoking. What do you think right and wrong really are? Does it matter how we model it in games? Are black and white more fun than grey? Can we develop games that have a profound impact on how people view the world? If so, how would we do that? Or have we already done that with some games?

I realize I might have skipped some points. For instance, mythical creatures are quite prevalent in games, and it is only “natural” that some of them are pure evil or pure good. Also, some games might already tick some of the boxes I mention here. If you know any, I would be grateful to hear about it, as well as any other thoughts you might have on the topic. In the worst case, we can always fight about whose morality is better ;-)

[Reposted from Think Feel Play]

 
 
Comments

Evan Jones
profile image
Insightful! To some extent, I feel like Dragon Age: Origins does a better job than most games at implementing a morality system like you describe. Rather than allowing the game to be an objective judge of good and evil, the game provides a diverse cast of characters and then grades your morality based on how well each of the characters likes or dislikes the player's actions. For example: one character is deeply religious and appreciates it when you take time to help those in need, while another character is self-superior and disinterested and may become annoyed by the same kinds of actions. Each party member also had a "crisis moment" where choosing an action against their wishes was so contrary to their personal ethos that doing so would cause the party member to desert the player, and even in some cases to attack you. The system was nuanced, and effective!



Perhaps the only way to handle a morality system is to ignore the question of "morality" outright? After all, there's no way for a game to objectively define "good" and "evil" without revealing the personal beliefs of the designers, and, as you mentioned, allowing the player to choose between well-defined norms (such as being Mother Teresa or Hitler) is boring. Maybe it's better to simply present interesting choices and let players decide for themselves whether they are behaving in a way consistent with good or evil.

Jacob Pederson
profile image
I think that binary morality is so common in games because of design constraints more so than technological ones. We are too far away from AI that is capable of conversation (let alone procedural generation of moral conundrums) to consider that as an option. Moral gameplay must be written and designed, which means available time is your constraint. Even having three player choices available in a given situation, quickly becomes nine possible combinations at the next branch (if you want previous choices to effect the storyline meaningfully). Also, complete moral pathways will always be absent from certain genres because of game-play constraints. We can't have the player choosing to become a pacifist half-way through Mass Effect, when all of our gameplay is of the third person shooter variety.



There are ways to hide these limitations though. I think Bioware has recently become excellent in this regard, making the traditional binary moral choices feel larger and more influential to the story then they actually are. Also, they do a good job in creating choices that are eons beyond the simplistic tripe that was the little sister "moral conundrum" of Bioshock. Both of Bioware's options usually have an up and downside, and are much more often about political or philosophical worldview than they are about mustache twirling or angelic halos.



As far as a cheap way to provide feedback for player choice morality, I think that designers could be doing a lot more with NPC characters. As humans, one of our most basic needs is the approval of others. Existing player choice could be greatly enhanced without too much extra design cost, by allowing the loyalties of NPCs to vary based on your previous moral choices. Imagine an NPC who became so fed up with your ignominious choices that she deserted the party or even joined with the antagonists! As a counterpoint to this, another NPC might be so impressed by your level head under pressure that she chooses to put herself between you and a bullet. These types of scenes have a huge potential to be emotionally griping because they are a direct response to an emotionally charged player action . . . and you still only need to design two of them for each moral choice.



Another shortcut to moral grayitude might be to weave it into the existing design constraints. Just because your release date only allows you the time to design for two player choices, doesn't mean that those choices have to fall at opposite moral poles. Heroic characters in literature often have to chose between two equally bad options and are made all the more interesting because of it.

Adam Bishop
profile image
I agree with Evan that DA:O handled this issue much better than many other games, and it's one of the reasons I prefer that game to Mass Effect with its silly "You gain +3 good/bad points!" The characters in your party in Dragon Age are designed similarly to characters in Dostoevsky's novels in that they often represent an idea - Wynne is guided by the idea of self-sacrifice, Sten is guided by honour, Morrigan is guided by self-sufficiency, etc. Because of this, their ideas of what makes a decision good or bad were more nuanced and variable.



As Shoshannah says, one of the reasons we run into problems with good/evil in games is because of simplistic ideas about what those things are. The "evil" options in games are often quite boring and unimaginative, and they pretty much always boil down to either killing or intimidating through violence. But when we think about evil in the real world, the people and actions we think of aren't usually people who run around killing anyone they don't like, because that kind of person is extremely rare. For example, over the past couple of years there has been a lot of rage directed at investment bankers and their actions (as an aside, I think this is one of the reasons that Shinra in Final Fantasy 7 is such an interesting antagonist - it's primary "evil" attribute is not physical violence, but over-extraction of resources).



I'll give an example here of how I think we could handle this better. Let's say there's a character who has a key that you need in order to enter a fortress, and that character never lets the key out of their sight. Normally the "evil" option to get the key will be to kill them and take it off their body. What if, instead, the evil option was to trick the character into thinking that it was in their best interests to follow your party, then gaining that character's trust over time such that they paid less attention to the safety of the key, then one night once their guard is down you take the key while they're sleeping and then sneak away, abandoning the character to explain to their leader how they lost the key to the fortress? That's a fairly "evil" way of treating someone, but it's far more interesting both narratively *and* mechanically.



I'm going to add in something that I wrote for an old blog entry of my own as well, because I think it's pretty relevant to this topic:



. . . what if instead of good/bad/neutral morality, we let players choose left/centre/right politics . . . there are plenty of other ways dialogues could be set up: upper/middle/lower class, atheist/agnostic/devout religious views, humanistic/scientific/religious world views, etc. There are many ways to provide players interesting options.

Christopher Braithwaite
profile image
It is better for a moral system to be simple and meaningful than nuanced and irrelevant. While I like DA:O's approach to morality, it is poorly implemented and ultimately could have been stripped from the game without changing the experience. I prefer Mass Effect's simpler but vastly better executed moral system. In Mass Effect, the limited choices available are used to surprise and game characters are more consistently aware of the PC's reputation. Had DA:O's system been implemented as well as ME's I'd prefer it, but as it is I cannot.



Ultimately, whether a moral system is black/white or gray is not the real issue. Aasimov's rules for robots seem absolute, but the way in which these rules can be subverted and the dilemmas they give rise to that are more fascinating that a thousand bland "there is no right or wrong only meaningless choices" stories. Execution is more important than orientation.

Adam Bishop
profile image
I agree that we should be avoiding "meaningless choices", as I've written extensively about before. One of the problems that I have is that there's very rarely anything remotely resembling a "dilemma", as you put it, in these decisions. For example, in The Witcher, which was widely praised for its moral depth, the first moral decision you have to make is whether or not to save a woman who is about to get raped by some thugs. Um . . . what is the dilemma there? Unless you're deliberately playing the game to be as morally reprehensible as possible you're obviously going to save her, and even if you're playing an "evil" character you'll *still* probably save her since it gives you a chance to smack some fools around.



A better dilemma using the same building blocks would look something like this - you're in the castle of a king who has information that you desperately need in order to continue your quest. As you're walking through the castle, you notice that the prince has had some soldiers kidnap a local woman and that he is about to rape her. Your first instinct is to step in and stop the prince, but you *really* need the information that the king has and you're not sure you can risk losing his trust by attacking his son. So do you step in, or not step in? What if the information that the king has could save 1000 lives? Now we're at a point where we're dealing with grey areas, but the choice is meaningful both narratively and mechanically.

Daniel Kinkaid
profile image
^^ Agree 100%.



Taking your example: Your on a heroic quest to slay some demon (the usual). You are known far and wide for all the good deeds you have done.



You enter the kindom you describe, and stop the soliders. Guess what? You may be the embodiment of good, but within that one kingdom, you are now seen as the evil one (you disobyed the king, after all).



Instead of a global good/bad meter, I think we should be moving more toward how specific entities (be it people, kingdoms, ect) view the player and his/her actions.

David Hughes
profile image
Enter the factions of Fallout: New Vegas.



From a role-playing perspective, I also found it interesting that with the correct build, choices, and some creativity, players can make it through the game without killing any human characters.

Keith Nemitz
profile image
The recent 'choiceofgames.com' has been exploring this territory, if mostly in popular genres.

Jake Akemann
profile image
The Krogan genophage* in the Mass Effect series is a really good way to keep this shade of grey alive. When I first came across the choice to keep the research data for a cure or to destroy it in Mass Effect 2, I didn't know which ones to keep. Bioware did a great job showing the player the rough side of the Krogan race right before they need to make the decision. Walking around their world and showing that the average Krogan is generally a war-hungry idiot shows their population could really be a problem again if the genophage was cured. Yes, we want the Krogans to stay alive and everyone to be happy, but do we really want to fight an army of Krogans in Mass Effect 3?



Too bad there was a right answer and a wrong answer. For fear of falling behind with my moral alignment, I chose to be good and to keep the research data, thereby sentencing every other race that is not Krogan to enslavement/ a horrible bloody death when they rally up their numbers and attack again.



I wasn't as satisfied with the resolution, but I loved the dilemma and think this type of choice is the direction moral alignment-based games should go.



*If you didn't play Mass Effect 2, the "Krogans" are a race of aliens that are big, brutish, and hard to kill. They also breed fast and recently tried to take over the universe. "Genophage" is a biological weapon used against them that effectively makes reproduction very unlikely. It was designed to keep their species in check, but is actually driving them to extinction.

Owain abArawn
profile image
Even when the game tries to enforce a standard of morality, sometimes the players can roll their own system within the game.



On Ultima Online: Siege Perilous, way back in the old school Player Killer Wars, your reputation was determined by the number of 'innocents' you had killed. 5 kills, and you were designated as a murderer, and were subject to being instakilled if you tried to go into town, among other limitations. Groups formed consisting of player killers (PKs) and anti player killers (Anti-PKs), and they were ever at war with each other.



The picture was complicated by the fact that frequently, players unwilling to become murderers themselves would ally with the PKs, presenting the Anti-PKs with a dilema. How do you kill a PK ally without becoming a murderer yourself? If you didn't attack the 'innocent' PK allies, you presented the PKs with a significant tactical advantage.



In the end, the planned system of UO morality became irrelevant. It was a players actions that represented the true morality system, at least on UO:Siege Perilous. If you truly defended the innocent, you were one of the Good Guys, regardless of your actual game status. If you were one who preyed on the innocent, either directly or by supporting the actual murderers, you were one of the Bad Guys, and players on Siege Perilous knew the difference based on Guild Tags. My guild, a well known group of Anti-PKs were cheered and supported where ever we went, even though we had many members who, under the official game system, were 'murderers'.



You need a fairly open game environment for this to work, however. It isn't feasible in a faction based game like WoW, since you can't attack a member of your own faction, no matter how richly they may deserve it.



If you want offer gamers more interesting moral choices, begin by providing them freedom of choice. By their choices shall you know them.

Stephen Chin
profile image
On somewhat of an aside due to the mention of Enslaved, TV Tropes has an prime example of the usual black-and-white lack of empathy mode of morals of games. On one hand, you have people saying that Trip is an evil evil evil person for putting the headband on Monkey and that she's a villain. On the other hand, you also have people saying that Monkey should just wait until Trip is asleep, smack her upside the head with a rock, and then torture her until she takes the headband off and this being a completely normal mode of action.

Shoshannah Tekofsky
profile image
Thanks, everyone. I'm blown away by the quantity (and quality!) of the responses. I always try to make it a point to respond individually to any comments I receive. However, this week I'm very pressed for time.



So this time I picked a few general points I would like to respond to.



1. Everyone gave great examples of games where morality is treated differently. Fallout: New Vegas I find especially interesting. I'm currently in my first playthrough and this game was half the inspiration for this article. It has the faction-based "realistic" and rewarding morality, while at the same time it gives you bad karma for stealing while no one saw you do it!



2. Given the current technical limitations, I think Adam's input is very valuable: If you can only have two options, then make both of them different shades of gray. Jake's example of the Krogan Genophage in Mass Effecy illustrates this very well, eventhough the designers will still award paragon/renegade points in a binary fashion.



3. I know the AI Technology to make these types of interesting choices is very very far away. At the same time, I'm currently doing a Master's degree in Technical Artificial Intelligence. I'm looking for inspiration for tie-ins of academic research into game AI that is not path-finding or other procedural matters. I hope to get a topic approved (next year somewhere) that relates to making game AI "more human/interesting". My point is, we shouldn't shy away from looking at how future technologies could help us just because they are not here right now. Pushing those limits is what inspires the research to develop that future technology :)



I will keep doing my best to respond to individual comments in the future. It's the least I can do for all the valuable insights I gain here at Gamasutra. Thanks, guys!

Owain abArawn
profile image
Well, I'm not sure that morality is something that you can pin down algorithmically, since morality is defined according to each individual community. Utah has different standards than New York City.



I suggested that for an MMO perhaps it's best to not define morality for the player. Let the players define their own system as an emergent behavior. However, as UO also demonstrated, if you don't allow the players an effective way to enforce player justice, or whatever standard of morality they want to define, it's very easy for the game to degenerate into a universal Grand Theft Auto mode of player interactions. Actions should have consequences. When they don't, chaos rules.



There is a fine line to be walked there.

ace high
profile image
http://www.bakkerammerlaan.nl/_img/feestdagen-pasen-paasstol.jpg


none
 
Comment:
 




 
UBM Tech