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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!
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[Article
illustration by Arjan Westerdiep @ drububu.com]
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