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Features

Ethics of Game Design
When
it comes to the ethical choices that game developers make when they
decide what to put into their creations, they face the same moral
issues that artists in any other communications medium face. They
must struggle with balancing their rights to free expression with
the tastes of consumers and be concerned about the effects their
content has on their audience. While it's easy for games to enlighten
and enliven the human experience, they are still a form of media
and expression, and thus possessed of the ability to influence those
that play them.
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In
Fable, players choose for themselves what is right and
what is wrong.
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But
because videogames are a newer medium, game designers are still
struggling with what kind of ethics code they should adopt. Legally,
games qualify as a form of expression that is protected under the
First Amendment. In a recent court case in Washington, a judge tossed
out a state law that restricted the sales of M-rated games to minors,
particularly games that depicted violence against law-enforcement
officers. The judge noted that games qualified as speech, but he
also noted how ridiculous it would be to try to sort out whether
violence against law enforcement occurs in games such as Age
of Empires, in which Roman centurions might be interpreted as
law enforcers.
Value
judgments about which games are unethical depend on the eye of the
beholder. And the gravity of the debate depends on what games really
are. If they are just a form of entertainment, then they need not
pay more attention to ethics than movies do. If they are works of
art, then they should be held to higher standards. In other words,
it is the design goals themselves that put ethical limits on game
designers.
"Discussing
ethics and morals is a tricky subject, as the terms are very vague
and slippery," says Jason Della Rocca, program director of
the International Game Developers Association. "Each person's
definition of what is ethical changes."
It's
Just Commerce
Game
designers can justify what they put into their games by falling
back on the First Amendment or the idea that the only requirement
for a game is fun. But that doesn't necessarily get designers off
the hook.
"We
as an industry do have a moral responsibility," says Peter
Molyneux, CEO of Lionhead Studios and creator of hits from Black
and White to Fable. "Anyone who does something for
a mass market has a responsibility. You tread carefully on the lessons
that you teach. That line that 'if a game is fun, it is okay'-that
sounds trivial. If it is obvious this is an artificial world and
you can't do these things in real life, then that is more acceptable.
But if it parades itself as a real world, you have to be careful
about that."
"If
designers just create 'fun' games, but the buying trends are heading
toward more realistic and violent games, then the designers that
refuse to move along will likely be left behind," says Lorne
Lanning, president of Oddworld Inhabitants in San Luis Obispo, Calif.
"It's also true that it is easier to create viable game mechanics
out of violence than from socially oriented ideas. Socially oriented
ideas and cooperative play that doesn't end in violence are extremely
challenging to achieve."
How
well a game designer has abided by a code of ethics depends in part
on what the game is trying to achieve. Is it just a fun game? Does
it try to depict a historical event with accuracy? Does it purport
to be a self-consistent fiction? Or does it try to reproduce reality
of some kind?
"Some
games are supposed to be fun," says John Whitmore, director
of design at 2015 Studios in Tulsa, Okla., and co-creator of the
Vietnam war game Men of Valor. "Some are trying to be
more artistic. If you have the pretension of trying to be more artistic,
you have to think about the ethical decisions that you make. It's
hard to call a game like Grand Theft Auto high art. Some
fantastic movies are racy. But porn doesn't quite make it to the
Academy Awards."
Would-be
censors have pilloried the game industry for many controversial
games. Violence is always a flashpoint, and to a lesser extent sex
and foul language are as well. From the original Mortal Kombat
where you could rip out the spines of your hand-to-hand combat opponents,
to this year's Def Jam Fight For New York, where 'F'-word
spouting rappers can bloody each other with tire irons, it's easy
to find controversial games. In Grand Theft Auto: Vice City,
you can shoot cops and have sex with a prostitute and then kill
her to get your money back.
Executives
at Take-Two Interactive Software, publisher of GTA: Vice City,
don't comment publicly on the ethics of the game. But privately
they grouse that the content in the game is no worse than what you
find in an R-rated movie or a rap music CD. It is the same kind
of content you can find in an Emmy-winning episode of The Sopranos.
They consider it hypocritical for politicians to single out the
game industry for criticism. And they note that the game carries
a "Mature" rating, meaning kids under 17 aren't supposed
to play it and parents should police what their children play.
Antiviolence
advocates say game designers should pay attention to the fact that
their games, while rated M, often fall into the hands of kids and
that studies show this exposure to violence has its effects (industry
leaders dispute those studies). Doug Gentile, director of research
for the National Center for Media and the Family and a psychology
professor at Iowa State University, says game designers do have
First Amendment rights to create what they want. But, he adds, "Designers
often wash their hands of their responsibilities in seeing that
the ratings are enforced. They leave it to publishers, who market
the games to children." Gentile says games have a number of
effects, some disputed, some clear, and developers should pay attention
to them. He notes, for instance, that the research does not show
that games have a cathartic effect on people, making them less inclined
to violence.
Vince
Desi, CEO of Running With Scissors, the developer that created the
controversial games Postal and Postal 2, says, "Games
are games and they should be fun to play." He adds, "If
a person plays a game and understands it's a game, then that's all
it is. We absolutely don't seek anything more or higher than a good
time. There's a lot of hypocrisy in our industry. We like to say,
'violence belongs in games and not in the streets.'" He adds
that for those who see games as interactive movies with a deep story,
that statement doesn't hold.
Desi
says his company takes pains not to advertise its games to minors.
But antiviolence advocates argue that games are still a kids' medium.
Even though the average player is age 29 and 90 percent of games
are sold to adults (according to Entertainment Software Association
statistics), David Walsh, director for the National Institute on
Media and the Family, notes that many mature games wind up in the
hands of kids. He noted a survey of parents showed that less than
five percent understood the content of GTA3. He finds such
games all the more objectionable because they look more realistic
than past games, allowing for more horrific depictions of violence.
And he criticizes the game industry for advertising M-rated games
in media that kids consume.
A
Case Study: Men of Valor
Developers
such as Whitmore acknowledge that it's likely M-rated games will
wind up in the hands of minors. That, in turn, tied his development
team's hands in how they designed Men of Valor. For his artistic
goal, Whitmore set as his target the depiction of the emotional
content of what it was like to be in battle during the Vietnam War.
Looking at the historical record, the team concluded that profanity
would make the battlefield come alive. It would help deliver a more
intense and faithful re-enactment.
But
the team also had to clear that decision with the publisher, which
in turn, checked with the retailers. The decision passed muster.
Whitmore said the team decided to censor itself from using racial
slurs, saying they carried too much emotional weight for modern
audiences. Instead of outright slurs, the team substituted profanity
laden stereotypes and creative curses, which they considered to
be less offensive than the hot-button words of racial prejudice.
Other
issues came up. The depiction of drug use might have been justifiable
as historically accurate but it wasn't central to recreating the
sense of real combat, Whitmore said. The game has plenty of violence
and blood. Players can bleed to death from wounds because that adds
to the realism. If the battleground were littered with health packs,
Whitmore said that would have been a "dishonor to the war."
It would also have changed tactics, motivating players to charge
head-on rather than seek other ways to win. On the other hand, if
the game showed dismemberment, executions, and torture, then it
would not have been "respectful of the audience" which
includes veterans, he said.
The
team had to consider that other games about Vietnam could change
the climate for what audiences would tolerate. Looking at other
Vietnam games, such as Eidos Interactive's Shellshock: Nam '67,
the 2015 Studios team might have profited by putting prostitution
into the game. Doing so would have put it on par with a movie like
Stanley Kubrick's Full Metal Jacket, which was critically
acclaimed. But Whitmore said that the team had to think about what
the audience would tolerate and whether it would have truly enhanced
the vision of a realistic depiction of combat. The team decided
against it.
"Knowing
that it falls into kids' hands, we won't make games where you are
rewarded for being a villain and doing something reprehensible,"
Whitmore said. "I'm not saying other people shouldn't make
that type of game. I play GTA3 and it's a ball. I don't want
to contribute to that. I think it coarsens culture."
Judging
a Game by its Effects
But
it isn't easy to judge the impact of a game on culture or audiences.
Every game designer feels as if they have the right to make fun-oriented
games where players can kill anything they want. But some designers
worry that too many games are following the same formula as violence
and sex-laden movies in Hollywood. If the collective weight of violent
games begins to resemble Hollywood's content, then it becomes clearer
to see the negative effects on culture.
Clearly,
it's hard to predict what the effect of a game is on a player. Will
Wright, creator of The Sims franchise at Electronic Arts'
Maxis division, says he enjoys playing GTA: Vice City. He
feels that violent games allow people to behave in ways that they
wouldn't or couldn't behave in real life and explore that behavior.
In that way, games are a therapeutic outlet that can clear negative
emotions from a person. That's the whole thesis of Killing Monsters:
Why Children Need Fantasy, Super Heroes and Make-Believe Violence
(Basic Books, 2002), a book by Gerald Jones about videogame violence
and how it can affect players positively.
Game
designers draw their own conclusions in the debate about whether
games contribute to a culture of violence. "I have a dim view
of the use of graphic violence to increase sales of videogames,"
says Daniel James, CEO of San Francisco-based Three Rings, which
maintains Yohoho! Puzzle Pirates, an online puzzle game.
"Although I am not naive enough to think that violent games
lead to violence, I think that exposure to such material is corrosive
to mental health, and quite frankly rather dull." Meanwhile,
Jay Wilbur, vice president of marketing at Epic Games in Raleigh,
N.C., says the level of violence in a game should fit the context
that the world of the game calls for. Anything more violent or sexual
than what the context calls for is gratuitous. In some ways, that
suggests the creators of games with horrific plot lines have the
most artistic license.
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