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Compiled by Quang Hong
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Gamasutra
February 28, 2005

Moral Responsibilities of Game Creators

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Features

Question Of The Week Responses:
Moral Responsibilities of Game Creators

This week we explored the heady subject matter of ethics and morality in games when we asked you, our readers, "Do game creators have any moral responsibilities in teaching values to their audience?" The response was overwhelming ranging from yes and no answers with different degrees of vehemence to more philosophical delvings.

Yes

Those who replied, "Yes", cited a variety of reasons from the inherent duty of a human being to teach morals to others to the inherent responsibilities of creating an interactive medium targeted at a younger generation.

Absolutely. It is our job to teach civilized traits, education and ethics to the young and old at any time, through any means possible. The video game industry has at its disposal the ultimate education tool: stealth education - learning while playing is an evolution in teaching that cannot be ignored or misused.
- Liam McMahon, RedZone SCEA

Yes, but what those responsibilities are can vary greatly. Obviously, who the audience is will matter - a game marketed for pre-teens will bear a greater burden than one marketed to adults. (Assuming that games intended for an adult audience aren't being consumed by pre-teens ... whoops, there's a can of worms.) It also depends on how the values taught within the game world relate to reality. Sometimes shooting invading aliens to save the planet has nothing to do with teaching one to use violence to solve real-world problems.

The question is a bit double-sided. I don't think it's a big deal if games don't teach positive values, but I do think it's an issue if games teach poor values. After all, we wouldn't fault Tetris for not teaching us higher moral standards, or Pac-Man for failing to present a higher meaning to life.
- Josh Giesbrecht, Electronic Arts

Of course they do. Like most responsibilities, however, there's no external motivation to take it upon oneself to fulfill them. The only way we will begin to accept responsibilities like that as an industry is when we can grow up enough to accept that all games, including violent ones, affect people. They don't turn kids into stark raving serial killers, but it's not all safe exploration of fantasy either. I dare you to play Grand Theft Auto for four hours and get into your car and NOT think about side-swiping or stealing other cars on the roadway. The issue, as always, is more complex than the two extreme viewpoints would suggest.

Of course games affect people. We're betting our livelihood on it, aren't we? We can only be taken seriously when we take ourselves seriously.
- Borut Pfeifer, Radical Entertainment

Yes. Game entertainment should be viewed in the same light as other media such as television, and should adhere to a Code of Conduct to ensure that they do not compromise the moral values of their audience. This is even more important to the games industry, since the bulk of their audience are children between the ages of 6 and 18, and these are normally the same time in a child's life when they form opinions and build the foundations of their moral values.
- Henry van Eyk, Bytes Specialised Solutions

Absolutely, game creators do. I, personally, have obtained nearly all of my morals from video games, especially playing RPGs. Any form of media, from literature to television to video games, influences those who view it and shape who these people are. Although I cannot think of any specific games to point to this, many games present moral values to the player, either blatantly or subtly, and imprint themselves onto the player. Of course, how much the game influences the player depends greatly upon age and how permanent his/her current mindset is. Some players, like me, are still largely moldable and adaptable, but others might be less so. The best way to present good morals to the audience would be with a powerfully grasping storyline that shows the player, through the conflicts that the player character goes through, just how important and right certain morals are.
- Alex Marsh

"Legislating morality" is always a sticky wicket, but in the main, I think so. However, determining what is seen as being moral or immoral is a subjective task, in that not all people think alike. Thus my only suggestion for how to go about that is to let "common sense" be the guiding rule, rather than submitting that grosser or sexier is inevitably going to make a game more attractive to its target population. To what extent game developers own and have exercised common sense is still going to be questionable with respect to some titles that make it through production and into the marketplace. So, this is a VERY tough question to answer in a manner that will "make sense" to all. Some won't care in pursuing the attraction of sensationalism and will go beyond the bounds of taste and reason, anyway. Inevitably, if done to a large extent, then governmental rules will be emplaced and an attempt made to enforce them. Legislation by government(s) often goes beyond the pale of common sense, overreacting, so it is a better idea for an industry to develop and enforce its own "values" upon its participant members in some manner, This is basically a circular argument for getting back to the statement: "but in the main, I think so".
- Ken Wood, Wildfire Games

I believe that game creators have a moral responsibility to explore all aspects of the human condition, across the whole ethical spectrum. Human society, much like a human individual, functions best when that its thoughts and feelings are openly discussed, considered, and thoroughly understood rather than repressed, denied or left to fester in ignorance. The purpose of art is to explore these thoughts and feelings in honest and compelling ways - no matter how rational or irrational the thought, or constructive or destructive the feeling. So ideally, games as a whole would convey every value that anyone has ever thought of or acted upon. Of course, many of these values would be (quite correctly) deemed anti-social, evil or amoral - and although these sort of values are just as worthy of artistic expression as any other, only mature audiences capable of responsible contemplation should be exposed to the explorations of such values.
- Nathan Frost, Crystal Dynamics

Yes, they do. Gaming is a type of media, and I think that any type of media shall be responsible for its content.
- Alexandre Luiz Galvão Damasceno, CESAR

I'm going to go out on a limb here and say that as creators of entertainment content, we have the responsibility to make the world we live in a better, safer, friendlier place. We should not make games that promote ideas like racism, misogyny or intolerance and we do have a moral responsibility to support our gamers' pursuit of positive behaviors like treating each other with respect, valuing each other's opinions and differences, and supporting the free exchange of ideas and beliefs.

That said, we also have a very real responsibility to our investors, development studios, and families to make games that will be commercially viable. Often, to make a game successful, a controversial feature must be added, which may negatively affect the values expressed by that game. The challenge comes when a game developer tries to satisfy both responsibilities. I am lucky enough to work at a company that satisfies both of those responsibilities, and I am very proud of the fact that we produce commercially viable games that do not impart questionable values upon our players. Then again, it's hard to impart questionable values with a bowling game!

To me, the most impressive games are those FPS, RTS and violent action games that manage to convey a positive moral message, while still delivering an intense, awesome gaming experience. To the creators of those games, I give my utmost respect and admiration.
- Coray Seifert, Large Animal Games

All human beings are morally responsible for their actions. As creators of popular entertainment, our actions in developing a game can have an affect on millions of people. We have a responsibility to ensure our games have a positive impact on the people who play them. Games that teach or reward negative values can have a negative impact on children, and we are morally responsible since it is a direct result from our actions. Several events have happened in recent years where it seems like video games have had a negative effect on young people. We can stop that in the future simply by teaching positive morals in our games, rather than glorifying negative ones. It's easy to say that the responsibility lies with the parents or the retailers to censor children from games that teach bad values, but since we can do something to prevent it (not create them), we share in the responsibility also. Or to put it in a more positive light, we are given an opportunity to teach children good values and positive behavior since games are influential to them. We have an opportunity to do something good, and it is our responsibility to take it.
- Matt Gilgenbach, Heavy Iron Studios

Yes, they sure do. A German psychologist, Jürgen Fritz, describes a mechanism called 'transfer' where information and values in games are transferred into the real world. The more the game tries to simulate reality, the easier the transfer will happen. Off course, this doesn't necessarily refer to shown blood or similar, but to the kind of view of the world. As games gain momentum in the society and become an ever growing influence in every day's life, game creators should also become aware of the values they are incorporating into their creations.
- Jan Graber, 20 Minuten

No

Many of our respondents that replied, "No," cited one of two related reasons: Games are an artistic medium and as such should not be bound by any moral shackles and that the primary purpose of games is not to teach but to entertain. Some of you also felt that teaching morals falls squarely on the shoulders of parents.

No - parents do. There's a rating system for a reason. Parents - know something about your kid's lives for a change. I can't count how many times an adult will mention their kid's playing video games and say something like, "I can't do those things... my kid can do them all." Yeah, you don't say. Those same parents can barely use a computer for anything more than an occasional email, or a favorite website. It actually excites me that when I have kids I'll at least be able to understand and participate in their computer/video game/technology-esque lifestyles, know what they're talking about, doing and have fun with them all while protecting them and doing my job as a parent.
- Bryan Erck, Shiny

No. Teaching morals and values aren't the realm of game design. They're the realm of parents, of clergy, of family. Certainly we have a responsibility to not include elements that teach poor values and morals in games that are marketed to very young children, but no media should bear the responsibility to act as a parent.
- Anonymous

No. I think game creators have a moral responsibility to entertain their audience. It's not a game developer's job to parent their audience.
- Jim Busike, Killergame

No, but they do have an obligation to make the general content of their creations known so that consumers have the ability to make informed decisions when making purchases.
-Anonymous

No. A game is a work of art like any epic poem, painting or film, and while the artist may choose to try to teach values to the audience through the work, it is entirely legitimate and responsible to create a game which makes no attempt to impart any lesson. Each new medium that human societies develop has works that are attacked as "immoral" by contemporary critics, and routinely, some of those condemned works are recognized by later generations as masterpieces of that medium. I can't cite any research here to support this, but I suspect it's true that works which self-consciously and overtly attempt to impart a specific lesson are more likely to be artistic failures than those which do not. This may be because the first job of any game (perhaps any artistic work?) is to entertain, and when the player/audience figures out that the game is ham-handedly trying to teach them something, that awareness interferes with their engagement with the work. There's a dissertation in there somewhere, but short answer, no.
- Doug Zartman, Wideload Games

A resounding NO. Do writers have that same responsibility? Actors? What other limitations would we put on them and our freedom of expression, in order to accomplish that lofty goal? Just ask Jerry Falwell, or the embittered ghost of Senator McCarthy for your answer... NO. Leave the morality lessons to the parents and the priests. They are quite good at their jobs.
- Anonymous

Moral Obligation is a philosopher's question. I suppose the real underlying question is "whose values do we teach?" To quote Kant, "Duty is the necessity to act out of reverence for the law." In short if the yoke of morality is pressed upon the creators then it would be in a sense not morality at all, nor responsibility, merely duty. At the same time if it were an innate natural urge that all creators held than the question would be meaningless. So to answer the question bluntly: of course not.
- Joseph Carr, Transplace

I don't believe there is any real responsibility in making a game other than making it a good game. I believe exposing players to good values in a game is an option just like in movies, but learning good values is still up to the individual. As a parent I take it as my responsibility to teach good values to my child, I will choose to not let my son play games that expose him to situations in which making poor choices furthers his progress. As a game maker I think my responsibility is to make a game the player wants to play, and give the player value for his money.
- Kent Simon, Novalogic

Do movie creators have any moral responsibilities in teaching values to their audience? Do novel creators/writers have any moral responsibilities in teaching values to their audience? These, and this week's question, all have the same answer (in my opinion). No. The creator(s) have the power to do as they wish, or as they are permitted by publishing agencies etc. There are no restrictions to a creative imagination, and no where is it mandatory for a game, movie or novel to teach any moral values.
- Darren Schnare

No. Game developers do not have a moral responsibility in teaching values to their audience; no game I have ever played (aside from ones that were specifically intended to be educational) was meant to teach anything. Games are a means of expression for developers, just like any other form of art; they are meant to be explored, experienced, and ,occasionally, marveled at. And, as with any other form of art, part of the experience and expression in a game may involve topics and situations that are not commonly accepted as "moral". This does not mean that a developer will not impart some form of values to a player throughout the course of a game (whether conscious of doing so or not); again, as with any other form of art, part of the expression and experience imparted to the viewer is a reflection on the artist themselves, and part of this reflection may well be the views and values of the developer.

Put more simply, games are not meant to impart values, but, as with any other media, they sometimes do. It's possible that developers are less conscious of this than most artists (potentially because the "artist" in question is usually a fair-sized group of people) and that they should reflect more on the messages that their art conveys; however, as with any other artist, developers should be limited only by their creativity and their own sense of social responsibility, and in no way should developers feel a responsibility to teach their audience anything... except how to play the game.
- Matthew Thomas, University of Montana

No. Games tend to act as a recreational escape for players, so tying the creator's palette of ideas to some sort of "moral responsibility" is both limiting and unfair to both creator and player.
- Samuel Villanueva, Crystal Dynamics

No, of course not. If the game creators want to teach values through their games, then they may certainly do so. If they don't want to incorporate values into their games, then they don't have to. Of course I'm assuming that when you say "values", you are talking about positive (i.e. good, moral) values. But it's not their moral responsibility. It's a choice. It's a choice whether or not you intend to incorporate positive or negative (i.e. evil, immoral) values. It's a decision that every game creator should contemplate when designing games. If it so happened that they didn't have any values to teach in mind when designing the game, then that's where the real question lies.

If it so happened that they didn't have any values to teach in mind, who is responsible for the values taught that are eventually discovered by parents, the government, or the world, who may complain or praise the values depending on whether they are immoral or moral values? Are the game creators responsible for it even though they may have not meant it? Or is it just the society that's complaining and lying to its self?
- Taylor Eagy

No. Game creators have a responsibility to firstly entertain their intended audience, and secondly make money. It is the customer's responsibility to seek entertainment in line with their own moral views.
- Anonymous

Nope. Save it for your own children. Games can be moral, immoral, or amoral, just as can books, film, TV, etc.
- Brandon Van Every, Indie Game Design

Not any more responsibility than any other creative people, such as artists, musicians, and novelist. Let the audience decide what is worthy of their attention and time.
- TIffany Chu, SCEA

Whose Values?

A few brought up the question regarding the subjectivity of morality itself, asking, "Whose morality should be taught?"

Whose values? Your values, my values, President Bush's faith-based values? I enjoy escapism in my games. Car-jacking some sucker's dope ride in GTA, splattering a zombie head at point blank range with my shotgun in Resident Evil 4, and kicking the crap out of innocent townsfolk for loose change in Oddworld: Stranger's Wrath. "He's gone crazy!", all things I would never or could never do in real life. Please don't take away my pleasure of terrorizing pixels and polygons.
- Anonymous

What yardstick do we use to determine morality? Do we use Jewish morality? Is our morality dictated by the Bible, Israelites or the Catholic Church? What if I design games in Japan? Whose morality do I use then? The Japanese don't care about the Ten Commandments and yet they have a civil society with an extremely low murder rate ... unless they decide to go to war and hack everyone apart with a samurai sword. When people discuss morality in the West, they want to refer to some kind of Israeli version of what morality should be for everyone else and then justify imposing that morality one whomever they can. Morality exists without religion or even Man himself. Animals are tolerant of members of their own kind for survival of the species. Animals also play. They play for the same reason - survival of the species ... and they usually play fight.
- Daniel Rohan, Activision

Wrong Question

Some felt that the question was the wrong question to ask and responded accordingly, yet with a great deal of variance:

That's not the right question. It's like asking whether adults have a moral responsibility to be nice to children, rather than asking whether they have a responsibility not to harm them. The right question is: Do games creators have any moral responsibility to not actively "teach" bad values. The answer is yes.
- Ian Bell, ibell

Each person unto themselves, has the moral responsibility to _have_ values. If someone else learns by example, then good for them. If one has values, then one will show them in the work one does.
- Ken Kavanagh, Electronic Arts/Maxis

No, if the answer were "yes", whose values would they teach? Christian values? If Hitler made a video game, would he be morally responsible for teaching his values? Anyway, the question is neither here nor there. Video games don't "teach" values, they present values, they depict values. It is up to player to learn or not to learn from that depiction.
- John Bolton, Page 44 Studios

Whose values are we teaching again? What morals are we reinforcing? The question itself seems flawed. The goal of most gaming companies is to provide fun games that turn a profit. Unless the title is specifically designed to teach morality (religious games, for example), there is no obligation in the mission statement to form moral values in the customer. That task, it would seem, falls logically to the parents of gaming children.
- Chris Allen, Volition

When I soberly assess myself, I admittedly fall short. God has said through his word that He will forgive us if we repent and accept his saving grace through Christ's sacrifice on the cross. I have humbly done that. I now do my best to be a good steward of whatever gifts and abilities that God has given to me and I try to glorify God in all that I do.
- Darrin Horbal, FSI - US

I wouldn't say that they have any particular sort of responsibility to do so, as they already should be moral people themselves. Thus the real problem isn't with game creators, but the people who were supposed to have taught the game creator's their morals, i.e. their parents. A video game isn't going to replace a parent's job of teaching morality.
- Anonymous

I am a father. Like many other fathers, I want my children to grow up with moral values instilled within them. People with these values come to be some of our best leaders and citizens. I feel that it is the parents' responsibility to teach these values to their children. Game creators have no responsibility to teach them. On the other hand, game creators should take responsibility for their portrayal of values, or lack of. If game creators glamorize violence, sex or other forms of immorality, it weakens the values instilled in children by their parents. This makes it harder for parents to teach them effectively.
- Ephriam Knight, Collins College

Games are not created to teach values - they are created to be entertaining. If they also become meaningful to their audience, that's good. The problem lies in making sure the game reaches its intended audience. Games that are intended for adults should not reach an audience of children, and it is not the developer's responsibility to ensure that this happens; it is the responsibility of parents.

Games are in the same boat as movies in this context. If a movie maker wants to send a specific message to a specific audience he is well within his right to do so. If people who are not part of that audience see the movie and are offended, they are free to keep their family away from that movie and warn their friends. If the movie is not for kids and kids make it into the theater, it means either the movie is not rated appropriately, the theater failed to keep the kids out of the movie, or (in the case of parents who let their kids see whatever they want) a failure on the part of the parents to keep their kids away from the movie. It works the same way for games.
- Anonymous

The simple answer is no, because of first amendment rights. The game creator has the freedom to depict or display whatever he or she wishes to. However, the potential and opportunity for a game creator to teach values to an audience is always available. If seen as a tool rather than a burden, a game creator can create compelling stories and experiences. I think the easy route for most designers is to ignore any moral responsibilities in regards to the content of their game. Creating a game loaded with violence can compensate for lack of story. Certainly, the more difficult task is weaving morality into the design to make the game more socially relevant.

I find that some of my most favorite movies are ones where I walked away with some gem of wisdom or insight. In The Insider with Al Pacino and Russell Crowe there is the constant struggle of courage and trustworthiness. Russell Crowe's character vacillates between protecting his family and blowing the whistle on the tobacco companies for the wrongs they are committing against consumers. Al Pacino is struggling with the trustworthiness he is earning from Crowe's character in order to break the story and the lack of support from Pacino's news agency in meeting the promises he makes. I don't think you will find these themes woven into many of the games that are lining the shelves at your local EB Games. Have we found a way to turn values into direct gameplay mechanics? Not really. However, the creators who take on the challenge are the ones that will be justifying the right to call video games an "art".
- Amir Ebrahim, Naughty Dog, Inc.

For role-playing, adventure and some strategy games, for myself, there needs to be a sense of something higher, or at least more creative, than the standard "kill everyone and get their money" scenario, if for no other reason than simply to make the game interesting to play. Superb graphics and sound need to be wed with depth and soul for the best gaming experiences. Yet the best gaming experiences also allow you the freedom to choose what you will do. But to each their own.

One of my favorite games of all time was Ultima 4 (Origin Systems, 1983). To the best of my knowledge, Richard Garriott created the first computer game to deviate from the norm and make the player's ethical choices not only matter but be the critical determinant behind how the story evolves. Making selfish choices repeatedly would ruin your chances of completing your quest for enlightenment. He did this not by preaching, but by having natural consequences result from your actions. If you punch an innocent bystander and mock him coldly, he won't treat you very well, nor will any witnesses or friends of his; killing people at random and taking their gold will land you either in prison or pushing up daisies yourself, needless to say. But if you are friendly toward him and care about his plight enough to aid him, he would tell you a story that reveals the key to a sub task you need to fulfill. It was truly a unique and creative moment in the world of computer gaming when it was released, and it has been a great inspiration for my life and a motivating factor in the games I create today.
- Brian Czaja, Chai Games

Do game creators have any moral responsibilities in teaching values to their audience? That depends. Do cigarette companies have a moral responsibility to tell us that their product kills?
- Michael Hoopes, Art Institute of Phoenix

Whilst I'm sure this question was intended to tackle issues such as violence and crime, I firmly believe games are far better poised to explore moral concepts, than to teach them. The interactive nature of games, by their very definition, allows for both sides of a moral and ethical situation to be traversed and analyzed, opening up massive realms of behavioral experimentation. Games like Black & White, and more recently Half-Life 2, cause the player to form complex ethical standpoints without even knowing it. Calling it a "responsibility" is probably pushing it, but I really think more games should aim to challenge players' moral opinions on every topic, from politics to religion, rather than preach a sanctioned concept of what is right. That, in and of itself, is teaching an important value.
- Dom Ireland, Teesside University

Do game creators have any moral responsibilities in teaching values to their audience? Coming from the industry - I'd say the ESRB has a handle on that issue and as such, it's regulated fairly enough... In my opinion, what producers/developers should really take responsibility for is the mental and physical health of their "worker bees" who are more often than not, forced to work 100+ hours a week on a 7 day work week with no time for family, doctor visits, etc. Yes, I agree they signed up for working for a game company, but if you ran into this kind of practice at a law firm or in another industry, you know that labor law would be all over these people in a heartbeat.
- Anonymous

I'd say teaching values is pretty far outside their job description/scope of knowledge. The only people who have a RESPONSIBILITY to teach values are value theorists, philosophy professors, and parents. Game creators are not responsible to teach such things, and they certainly have no moral obligation to do it. Now, that doesn't mean that they cannot or should not strive to teach values. If they want to, then that's their choice. If they want to teach spelling, astrology, or hermeneutics through their games, then that's up to them. But it's absurd to say that they have a moral responsibility to teach anything. That's pretty much the same for video game designers, board game designers, card game designers, or TV game show creators.
- Michael Smith, Arizona State University

Games seem nihilistic and consequence-free because our characters are governed by fragmented finite states. If agents represented social bonds then moral challenges would emerge. Games solely about objects can be alienating to angry teenagers, but games about society can be socially accepted.
- Patrick Dugan, Virginia Tech

Just Like the Movies

Still others compared video games to movies:

No more so than any other medium. However other mediums like film and television have a much broader input from creatives who are able to take on so-called moral issues and present them in an often engaging way. Unfortunately, the game industry currently lacks this type of broad input and therefore is akin to recycling the same old stories gameplay ideas over and over again. Once developers begin to really to take chances with gameplay mechanics and more original storylines are created (e.g.: ICO) then maybe we'll actually see an interesting application of morals within games.
- Anonymous

It is not incumbent upon us to be a guiding moral light for today's youth, although that does not preclude games from making such statements, nor individuals from pursuing them as their raison d'etre. As with all media creators, we have a responsibility, not to teach positive values, but to ensure that we do not encourage dubious values.

So far the industry has collectively failed in this respect: the overwhelming majority of games glamorizes violence and revels in gore, nudity and swearing. Although movies can do the same, there are also many examples of 'responsible' movies or movies entirely without violence. Games need to find a way to change their focus, they can still be fun, they can still be action based, but the context it is presented in needs to be examined closely less our unintentional message encourages recklessness in our youth.
- Ben Gonshaw, Distributed Entertainment

Partly. Game creators should not have to make any attempt to teach values to their audience, assuming that the audience is capable of making their minds up for themselves. However, that said, game creators should be responsible for showing the effects of actions, good and bad, that the character in their game has chosen to take. Whilst not teaching values per se, allowing people to take actions (although only virtual ones) without showing them the real consequences can lead them to construe those actions into an illusory, cleaned-up version of the reality (Hollywood-ise). This Hollywood-isation (taking only the bits of an event desired for effect, and ignoring the rest of the facts) is the area that game creators are responsible for and, without taking the fun and excitement out of a game, should at least allude to the consequences (all the consequences) of the actions taken.
- Anonymous

It's not our responsibility to teach values. However, games should be tailored to their audience, with mature themes shown only in games targeted to a mature audience. We make a product which is similar in it's consumption to film. Look to film as a guideline.
- Richard Smith, Studio Mythos

Conclusion

As with previous installments, this week's question provided no clear-cut consensus but it supplied some of the longest and most fleshed-out responses we've received yet. With responses ranging from Hollywood to religion to different cultures, there is a ready supply of opinions and food for thought. Thanks again for your responses and be sure to check in next week!

______________________________________________________

[Article illustration by Arjan Westerdiep @ drububu.com]

 


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