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Altruistic decisions require choice and consequence within the game. Yet in-game consequences cannot include rewards, only penalties. As one panelist put it, generosity points defeat the purpose. The
idea of player decisions not guided by the cruel equations of in-game
economy seemed very troublesome to some. Other voices from the audience
dismissed the topic outright, claiming that games without real-world
consequences could not possibly have an ethical dimension at all. In
my view, such an attitude denies that our thoughts and reactions have
ethical -- or other -- relevance. A truly ethical mind does not stop
evaluating just because it has entered the reality of fantasy or daydreams. Addressing
first audience comment (which, predictably, failed to separate the designer's
ethic from It
was quite telling that the panelists had to struggle for a response
to the question as to whether they had ever "played a game that
had ethical choice." Most examples (like cheating on AI players
in Alpha Centauri) were not convincing. The panel and audience
finally settled for the sacrifice of the sidekick "Floyd the Robot"
in Steve Meretzky's Infocom game, Planetfall. Unfortunately,
the designer himself pointed out that the sidekick himself initiates
the act that leads to its demise, and that the player does not know
the outcome. There is seemingly a lot of power in "perceived consequence"
as opposed to actual choice -- powerful enough to make a roomful of
game designers blame themselves for something the game designer had
plotted. Other
aspects covered in the discussion included whether ethics in games requires
the presence of a (human) audience (and therefore only multiplayer games
qualify in that regard), whether the in-game ethical problems that plague
online worlds (like player killing or looting corpses) should be adressed
inside the game or outside, and whether players actually want to play
"bad guys." Yee pointed out that TIE Fighter didn't
sell as well as X-Wing, but the audience countered by pointing
out the success I did not find the attempts to define ethics as non-optimal decisions (with respect to personal gain) entirely convincing. Yee's claim that a "hero never reaps reward" falls short -- it may just be the definition of reward that changes. It is equally possible to say that ethical decisions optimize with respect to a different cost function (see Kant's "categorical imperative," or even the examination of apparent altruism in sociobiology). The
analysis of One
other observation suspiciously absent from these discussions on ethics
was that ethics is "no fun." Ethical dilemmas hurt. Witness
the sweetness of the classical Hollywood movie "kiss off"
contrasted with the haunting quality of an open, ambiguous ending. All
things considered, the audience was probably right on target in suggesting
that the ethical dimension of a game is brought about by raising questions,
not by providing answers. Let
me conclude by making some observations about Yu Suzuki's
Shenmue keynote presentation. In my blessed ignorance, I experienced
the presentation of this accomplished designer's work as a history lesson
on computer games. Having set out to create his first game decades ago
with a team that fit into a single room, Suzuki commanded 300 internal
and external contributors and a staggering amount of resources for what
he calls a "cinematic RPG." I could not help but compare the
skyrocketing costs for "props" in the game development industry
to the plummeting costs for making feature films (digital
cameras and post-production technology have let people bring independent
movies into theatres for less than $35,000). For Shenmue, computer-aided
modeling was found insufficient, so life-sized head mockups were created, scanned at 50,000 polygons
per face, and then reduced to much less. As Suzuki pointed out with
a smile, he was "not making games for PSX2." Motion
capture is a prime example of how the limitations of movie production
affect both the budget and artistic expression of games. Real-world
props and actors are needed by games that rely on motion capture. Worse,
the actors have to be taught and trained first (e.g., fighting games
require accomplished martial artists for motion captured scenes). Like
movies, games now have to create reality first. These "cinematic"
games have given birth to a new sampling industry, as well as to games
defined by a new kind of derivative design -- one that clones the real
world. To
me, all the meticulous effort put into Shenmue seemed more appropriate
as edutainment than entertainment. If we wanted to experience other
lives in similar detail, it would likely have to come as a documentary,
not a game or movie. Somewhere between the rigid harness of narrative
and the pointless complexity of cellular automata, games have to find
a way to create meaning and relevance outside and beyond the Suzuki
has fulfilled for himself a dream, one shared by many (if not the majority
of) game designers. He strives to create a new genre by merging the
imagery of movies with the interactivity of games. Only a third of the
Shenmue team were Sega employees, the others were recruited from
external industries, all of which presumably are at home in the movie
business. Bernd Kreimeier is a physicist, writer, and coder, working as senior programmer and project lead at Loki Entertainment. Previous work for Gamasutra and Game Developer magazine includes "Killing Games: A Look At German Videogame Legislation" as well as "Rising from the Ranks: Rating for Multiplayer Games". See Graphics at GDC for more of his coverage of GDC 2000. He can be reached at bk@lokigames.com. |
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