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Features

Ethics of Game Design
Room
for Serious Games with Serious Ethics?
Some
developers see the current state of game ethics as crying out for
change. Educational games might be considered higher ground than
games whose sole purpose is fun. Ben Sawyer, who moderates the Serious
Games message group, says that the medium of games is powerful but
under-exploited when it comes to exposing people to real-life training,
simulation, and learning. "We need to grow the pie and create
new forms of gaming that emphasize deeper ethical issues we can
explore in interesting ways," Sawyer says.
The
fact that most games are for-profit endeavors opens the door to
accusers who say that games profit at the expense of others' misery.
Kuma Reality Games has tried to use this medium to deliver news
in a way that CNN or daily newspapers don't, says Keith Halper,
CEO. The company has created an episodic, subscription-based game
that uses current events as the basis for its first-person shooter
combat. Since its modding tools allow it to come out with a new
scenario within weeks, the company has begun adding current events
such as the capture of Saddam Hussein and the resurgent story of
John Kerry's Swift Boat mission. Players can put themselves in the
roles of soldiers fighting the actual battles and see how the tactical
situation unfolds in a way that reading a news bulletin cannot.
These
events exploit the news, in the same way that CNN was said to exploit
the 1991 bombing of Baghdad for its own financial benefit. But Halper
says that games are a powerful and unique media in terms of their
ability to help someone understand a tactical military situation.
"People
can say we are taking advantage of a situation where Americans are
in peril," says Halper. "That doesn't diminish the value
of what we deliver, which is using the power of videogames to communicate
important facts about the world. We deliver timely information in
an informative and emotionally gripping way. The exploitation issue
is best served by telling valuable stories."
For
Halper, the sense of ethics kicks in when the designers must figure
out how to balance the fun of the game with the accuracy of what
happened. In the capture of Saddam scenario, they added a suicide
charge of insurgents. While it didn't happen, Halper says the event
illustrated one of the things that U.S. soldiers might have had
to face as they closed in on Saddam. To make sure they get it right,
Kuma War's designers have a military advisory board. And to deal
with the criticism that they are only out for crass financial gain,
they make donations to a veterans group.
Artistic
Intent
Many
critics want to know what a developer's intentions really are before
they lambaste her or his ethics. Whether developers really put making
money above other goals such as reproducing historical events accurately
is rarely clear. But even when developers make their intentions
obvious, they can still draw fire.
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Is
Kuma War's John Kerry Swift Boat mission exploitive
or educational?
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Consider
the case of America's Army, the U.S. Army's first-person
shooter game. The Army gives the game away for free so it can't
be said to profit from misfortune. But its primary aim is recruiting
young people into the military.
The
developers deliberately restricted what players could do because
they wanted to abide by the Army's values. You can't shoot civilians
or your own troops without consequences. You don't get to play terrorists
because that isn't the kind of person the Army wants to train. You
learn that one bullet can kill you and that you aren't invulnerable.
However,
those who believe that using a game to recruit soldiers for war
is wrong argue that the game might mislead young people into giving
up their lives. Lt. Col. Casey Wardynski believes that the game
takes pains to be realistic. If you shoot your own side, you get
to see the view from the federal prison in Leavenworth. In many
missions, the goal is to complete a task, like escorting a convoy,
with a minimum amount of casualties. While it doesn't show gore,
it also doesn't glamorize or sanitize the Army life, he says. Rather,
it shows what it is like so the Army doesn't have to spend time
weeding out people who don't understand the Army. In that sense,
he says, the game isn't a propaganda tool.
But
Wardynski said the Army decided to stay away from staging current
events in scenarios. The terrain of the games resembles Iraq and
Afghanistan, but the game doesn't reproduce a real event the way
Kuma War does. One of the concerns was: family members wouldn't
necessarily want to see where their loved ones fell.
"There
is a fine line and you don't want to step over it," Wardynski
said. "We steer clear of glamorizing war or taking advantage
of current events. People may have lost love ones recently. And
there is the privacy of the people involved. Another concern is
national security, if you put too much detail into it."
Putting
Choices in Players' Hands
The
ethics of game design has entered a new era in which the developers
offer the players ethical choices of their own. In games such as
Fable, where you can become a hero or a villain one choice
at time, Molyneux puts the ethical choices in the hands of the player.
You can slaughter an entire village, but the consequences come back
to haunt you. Word will spread about your reputation and no one
will trust you anymore. People will recoil in fear. Or, if you choose
to be good, your good deeds can reap rewards from total strangers.
Molyneux
likes this type of game because it teaches people how to make ethical
choices and lets them learn something both about themselves and
the consequences of their actions. But there are a raft of games
in which playing the bad guy is given equal weight as being a hero.
You can play the Dark Side in Star Wars: Knights of the Old Republic.
You can play bad characters in the upcoming City of Villains.
But
Molyneux says this doesn't allow him to dodge ethical choices. He
had to restrict the kind of activities the players could engage
in because he knew that even with the M rating, the game would be
played widely. Hence, he took children out of the game so that villains
couldn't slaughter kids at school.
Jack
Emmert, lead designer at Cryptic Studios on City of Heroes,
agrees that limits have to be put into open-ended games to prevent
the players from descending into Lord-of-the-Flies behavior.
"If
you take people, remove them from society, in a world where there
are no laws, things will go haywire," Emmert says. "That's
what an online game is like. There are no punishments in the online
world."
Emmert's
next project, City of Villains, lets players be bad guys.
But even in that game, he decided he had to limit behavior, such
as serial killing, in order to make the game socially acceptable.
It's
only a matter of time until a developer produces a serial killer
game, a mass genocide game, or the next Postal-esque homicide
simulator. But whoever actually makes these games cannot claim ignorance
as a defense of their product. The ground work has been laid for
the ethics of this industry, and thanks to countless violent and
objectionable games that have already been brought to market, the
boundaries of good taste and ethical responsibility are now known.
While defining the ethics of an individual game can be difficult
at the extremities, these decisions become clearer.
Consciously
choosing how your game will confront these difficult issues, no
matter which side of the fence you're on, is a sign of just how
mature our business has become.
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