No
creator has a moral responsibility in anything other then the
act of creation. The more types, methods, processes, and all facets
of and even experiments in creation that exists (subjectively
then labeled as good creations or bad), allow a greater pool from
which natural order [the ying and yang of entropy and order] will
conclude the next successful and socially adopted level of acceptance
that new creations will then evolve from or tear down and replace.
Quality
[and value(s)] is entirely subjective under the eye of the beholder,
even so as the evolving mind and intelligence [i.e. the being]
continues to build knowledge and understanding based on experience
from interaction with all created things (both good and bad.)
For
the acceptance of something to be deemed of positive 'moral value'
there must equally exist [by sheer nature] a definable counter
of demeaning or negative 'moral value' to weigh against. And as
reflections in a mirror, both are interchangeable depending on
perspective (which side of the mirror are you on?)
This
subjective quality [and value(s)] cannot exist without the creation
itself, and the interaction with the creation to then form an
opinion on quality. The creators 'responsibilities' in this process
purely reside only with the act of creation, not with the audience
(or lack of) experiencing the creation. Everything else is just
make believe... The quality [and value(s)], and associated moral
ethics are merely an effect of the philosophical prism, lens,
mirror [or whatnot] through which the creation is viewed.
- Jon Galloway, Rockstar Games
A
religious person who would not agree to medical attention unless
it was spiritual in nature would probably strongly object to playing
a computer version of Milton Bradley's Operation. Does Operation
lack 'Values'? You really can't create a content advisory sticker
for 'Values' even though it is a hot political word. The same
applies for 'Moral Responsibility'.
My
answer is NO. In regards to the audience, game creators should
set their responsibility of content to meet the guidelines of
the system that has been put in place by the ESRB. The responsibility
of this issue is more in the hands of what the ESRB feels is socially
responsible rather than what the developer/consumer feels is moral
or immoral.
With
my company's target audience of "E" (Everyone: Ages
6 and older) and "EC" (Early Childhood: Contains no
material that parents would find inappropriate), we definitely
fit the guidelines for our target audience in regards to the ESRB
rating system. They have let us know this by awarding us the rating,
and that is what the system is in place for.
If
a developer specifically wants to limit its audience by either
making a religious game (which excludes gamers of other religious/spiritual
beliefs), or a morally objectionable title (which excludes those
who would morally object) then that is their prerogative as a
developer.
The
ESRB will sort out what is socially responsible with either type
of title through an approved system of guidelines. This is the
great trust developers have put in the current system, and the
important responsibility that the ESRB has to bear.
- Eric Kinkead, www.gametitan.com
You
need to answer one basic question first; who determines what the
right values are for consumption? Just looking at North America,
this homogenous society is a melting pot of values. Some of these
values are the same across the board and some are different. Some
games out there appeal to a general sense of values whether or
not it's intentional.
The
Legend
of Zelda
franchise is one of these examples (for me at least). When I play
the game I get the sense of true heroism, one that is unconditional.
Casting a young child in the role of hero solidifies this even
more, the burden of such a huge responsibility resting on the
shoulders of Link is very inspiring. Was this an intentional design
choice by Miyamoto? Maybe or maybe not but this is an example
of a game that has broad appeal when it comes to values.
As
game creators, our responsibility is always to our consumers,
our gamers, some of which are children. I don't think we should
be morally obligated to teach values. What we should do instead
is understand our target audience better and craft an experience
that is suitable for them, let their own value system (be it from
their family or cultural background) take over from there.
- Anonymous
I
am truly shocked that this question is being given any consideration
at all, but since the response is so easy, here it is. No, game
companies have no such responsibilities, moral or otherwise. We
are an entertainment industry in a capitalist society. Our responsibilities
lie in producing enjoyable products for our consumers and doing
it in a profitable manner.
Would
you think to ask this question of Hollywood, network TV or HBO?
It's the same question. Does an entertainment industry have a
moral responsibility to teach values? No. We don't. CBS doesn't.
The NBA doesn't. Hollywood doesn't.
The
responsibility to teach values lies with your parents or whoever
is raising you. That's it. You may try to argue churches and schools,
but those are ultimately the choices of the parents which schools
and churches you will be exposed to, if any.
If
a game comes out that you feel would be a bad influence on your
child, don't allow it in your home. I don't. I also talk with
the parents of my child's' friends and I know if they have any
of those games in their homes. I also speak with my child about
these things.
We
self regulate very well. People only have to spend 5 seconds looking
at the cover to a game to know exactly what kind of content it
has. If you are unwilling to take that time for your children,
don't blame us.
-Anonymous
Morals
are not the responsibility of games. This is not an endorsement
of amoral games, I simply think that the morality of a game is
not something which is universal. A game rated M by the ESRB is
under no responsibility to provide a moral game, in any sense
of the word.
Further,
morality itself is relative. I there are simply to many moral
codes in the world. Further, many moral codes conflict as to what
one's responsibilities in certain situations are. In American
Christian traditions, we have traditions of nonviolence on the
other hand we have other groups who believe in the use of force
in certain situations. Which moral code does one ascribe to? This
is a question which each individual answers.
Therefore,
I cannot see a responsibility, as my moral code would be amoral
to some one else. The simple truth is that the audience for games
is far too diverse to attempt to force it into a global moral
framework.
- Lee Brunjes
Absolutely.
More so than ever. Especially for young gamers as the target audiences.
Today's game creators place more emphasis on graphics, physics,
hardware prowess, rather than stories, creativity, and most importantly
embedded value (what we can learn from the game) in their titles.
A game creator can choose zero embedded value (Doom 4 comes
to my mind), but should never go for negative one.
The
games are just like other media that we, adults or kids, women
or men, old or young, can reach every day. We watch TV, listen
to music, and play games. No matter what form the media is using,
they deliver values and teachings. Supposedly games should deliver
good values, not bad ones. Nowadays, the bad game values and teachings
are disguised under the "fun" camouflage, however.
Typical
example: Grand
Theft Auto
(GTA),
a title with negative embedded value, worse than a porno movie.
The game should be marketed along side with porno media for adults,
never should reach Wal-Mart or Costco or Fry's. All the games
involving killing innocent people and outrage social behavior
should be reclassified to the same class of adult entertainments
and be marketed in the same manner, as required by related laws.
By
doing so, game creators can really seriously think about what
they are doing, adult/porno entertainment industry, or video game
industry. By doing so can game creators think very hard about
their titles, stories, embedded values on top of flashy video
effects and stunning graphics.
- Kojen Ku
No
more than the creators of films, television shows, music, commercials,
magazines, websites, or any other medium that the public is exposed
to. That's not to say that they don't have a responsibility, but
rather that games should not be treated any differently than other
forms of entertainment. Modern gaming is still largely in its
infancy, and as a result it is still widely misunderstood. The
non-gaming public still sees violence in games as being much more
influential in society than it really is, if it is at all. The
only sure thing that violent video games influence is the groups
of people who oppose them. In reality, there is no solid proof
that interactive entertainment is the driving force behind violence
in society. Sure, there are a handful of people who claim to be
driven to violence by games, but those people are already inclined
to such behavior. The Son of Sam said his dog made him kill. Does
that mean dog breeders have a moral obligation to only produce
kind, benevolent canines? Or that dogs should adhere to a self-imposed
ratings system? Hardly. In reality, nothing influences everyone
but everyone is influenced by something. It is part of the fabric
of human nature, and games are no more of a key player than anything
else.
- Robert Bierley, Prizm Productions
In the "Time of Mario," you were an abstract Italian
guy in overalls hopping around on mushrooms and monsters. It's
difficult to imagine children romanticizing a game like that and
hoping they, too, could one day do the same. Picture a group of
kids with a market-bought bag of mushrooms hopping up and down
on the mushrooms. Probably not going to happen.
However, such is no longer the case. Character aren't abstract,
they're very realistic. Now a player can be any of hundreds of
high-quality anti-aliased concrete "heroes." I say "heroes"
in quotes because it is also no longer the case that games are
about magnanimous heroic actions. As an example, the Grand
Theft Auto series (yes, I know, it's being beaten to death,
but the shoe fits...). You play a character who is known to be
a thug, and the game permits you, specifically, to kill cops.
I am from a small town in Washington, a fishing/logging community.
I eventually lived in Seattle, Washington, and also Kirkland,
near Microsoft's Redmond campus. Those areas aren't known for
heavy gang activity. Folks who live there don't have to worry
about it as folks near where I used to live in southern California.
I imagine the same is true for the majority of players of such
games.
However, there are people who play such games for whom the depraved
sociopathic actions depicted in the games aren't far from reality.
They've seen similar things on the news and maybe on their streets
outside their home. These games idealize those actions and make
those actions more acceptable. Social theorists will tell you
that reinforcement is what makes actions good or bad in a person's
eyes. These games make those socially bad actions seem to be alright
by constant positive reinforcement of them.
Because the line between fantasy and reality is hard to distinguish
in these games, I believe those game makers have a responsibility
to reinforce behavior that will not result in the real life acting-out
of the in-game actions. A game where you play a psycho-killer
who suffocates people with plastic bags is probably not the most
socially responsible thing, nor is making a game where a good
deal of the gameplay focuses on either avoiding or killing local
or federal agents that uphold the peace.
While most folks may play those games, eventually put them down,
and know to distinguish what is right from what is not, that is
not the case for everyone. There are people walking among us for
whom gunning down a cop is a fantasy. Maybe they're toying with
the idea of suffocating their neighbor's five-year-old daughter
with a plastic bag. Game companies who romanticize these actions
in their products do us all a disservice.
In summary, the negative actions I've described here must necessarily
be seen by members of society as negative actions. If society
as a whole had no problems with actions such as these, we would
have a much harder life, as we'd constantly have to watch our
backs to make sure nobody killed us. Games such as those described
here endanger the moral fiber of our society. The responsibility
lies in the hands of the makers.
If you're going to make a game, make it one in which the theme
of the game and the ongoing gameplay is not something that could
disrupt our everyday lives. Make it fantastic enough that it's
distinguishable from real life and make it reinforce good behavior
traits.
It is unfortunate that it is more likely that such quasi-realistic
games are more likely to be realized as a reality than other,
more positive, fantasy-based games. If it was as equally likely
that any game's contents could come to pass if a player worked
hard enough, then I would simply become a light-side Jedi and
travel into gang territory to combat this blight. However, such
is not the case.
- William Henry
Yes!
Games are not just entertainment, they (like other media) are
powerful forces that shape our culture, whether we want it to
or not. Will one game cause civilization to crumble? Of course
not, but the media as a whole has a strong impact on what our
culture considers "the norm." We in the media can easily
get caught in "edginess creep." What I mean is this:
a developer can get increased sales with lower quality work by
pushing the edge of what is acceptable: things that are almost
shocking. This success causes other developers to imitate that
success. After time, the public gets used to it and it's no longer
shocking; it's normal. The "edge" has now moved. Shortly,
someone else has another concept even further out, and the cycle
repeats. This only happens because our culture has been changed
by what we produce. This effect is hard to control because we
are in a very competitive field and "edginess" creates
an advantage. We (in the game industry) could help slow this by
concentrating on innovative game play rather than making the "same
old same old" with bigger explosions, bloodier guts, creepier
NPCs, etc. This will really take self control on the part of publishing
execs (riiight...)! They need to be willing to take chances on
really innovative games, rather than cranking the same game, only
bigger and grosser.
- Stone (Michael) Engelbrite, Inspired Idea
Why
should we put video game developers on the spot to teach gamers
moral values? It's true that some people may act out violently
based on a video game, but how is that different than someone
acting out violently because of a movie they've seen. Games have
ratings. Movies have ratings. Why isn't the movie industry being
targeted in the same way as video games? How can we blame the
video game industry for a person's violent actions and not the
makers of movies like Pulp Fiction and Natural Born
Killers. I think it would be great if ALL forms of popular
entertainment taught moral values, but I see no reason to single
out one form as "the cause" and not the other.
Contrary
to popular beliefs, as they are held by IGDA in particular and
those publishers with a very large budget for producing and or
publishing new titles, the answer is "yes".
I
am clear on one thing, and that is this, entertainment is one
thing, but when it comes to the blurred line between editorializing
the consumer and entertaining the consumer, there is a clear demarcation
that must be honored; that being, humans are the most easily impressed
and manipulated creatures on the face of this planet. The proof
of this can be seen every single day on any television broadcasts,
cable or otherwise. US consumers, in particular, are most easily
impressed by apparent opportunities to fantasize and play out
their darkest fears within the supposedly "safe" context
of a video game (console or otherwise).
Do
not misunderstand, there is nothing wrong with entertainment for
entertainments' sake, but when what was once considered "entertainment"
begins to manifest itself in the world we live in, one must think
twice about the moral and ethical implications of what one does
(corporate or otherwise).
A
couple of examples that come immediately to mind are the so-called
action games being published by various arms of the US DOD. These
games are geared to influence and change ones perception of war,
ones perception of what it means to go to war (and the corresponding
killing of real people) in an attempt to recruit the typically
game entranced youth of the USA who are barely old enough to know
what hazards lie within the context of sexual interaction, yet
are allowed to play M or A games. I do not need to reference the
games in question as anyone reading this will already be aware
of which games I am referencing. If you choose to deny that you
know what I am referencing, then you are clearly unconcerned about
the moral or ethical implications of various games that are available
on the market today.
At
this point, I am almost certain that many of you are saying, "Oh,
look there is one of those 'bible thumping' parents of someone
who lives in the so-called 'Bible Belt' of the US." I am
not. I was, in fact, kicked out of the so-called "Christian
Church" because I was unwilling to be passive about my feelings
or what those feelings guided me to understand and/or express
within the context of the so-called "Christian Belief System".
That activity was, and still remains a violation of Christian
protocol, and, such an attitude is beginning to be adapted more
and more by the major game publishers; i.e. if you do not think
the way that we want you to think, in order to buy our games,
then we do not want anything to do with you. Conspiracy? No, quite
the contrary. It is clearly an attitude that is beginning to pervade
the game industry, and the game industry itself needs to take
responsibility, not just for themselves or their profit margins
but for the impact and control they are clearly exercising over
the U.S. Video Game Consumer. If you can prove that attitude is
not what controls any of the U.S. Game Manufacturers/Publishers,
then please feel free to speak up.
-
Paul Garceau, NewDawn Productions
Do
game creators have any moral responsibilities in teaching values
to their audience? An utmost generic question, which has no single
answer. No. This is clearly one of those questions that raise
more questions when seriously thought about. Questions like: which
game creators? What is their general aim? What is their audience?
Does the game in question asks or even permits pushing of values?
Whose values? And more of the like.
I
think in this regard the last two questions are the most interesting.
Does the game warrant or even permit pushing of values? One can
imagine a lecture about values, regardless of content, would quite
distract in a game like Tetris. Trying to teach values in a game
of that kind could well end up in some cheesy listing of quotes,
not really adding to the game-experience. Then there's the obvious
catch: whose values? Personally I'm a pretty liberal Dutch person.
The last thing I'm looking for in a game is to be harassed by
some gun toting right-wing Christian's ideas about abortion. Advocating
the right to bear arms while at the same time trying to convince
me of the sacredness of life. And yes, these do exist.
Now,
this of course is an extreme example but the statement still stands:
Values are not universal, far from it, and those who talk loudest
about their values often have a hard time understanding this simple
fact.
So
the question then becomes: do game creators have the right to
bother their audience with their own personal values? One would
think that those game developers who create games for kids do
have a certain moral obligation towards their audience. But even
there it should be done with the utmost care: shield them from
the horrors of violence? Yes. Make violence non-existent? No.
Violence is something common, a part of everyday life, making
it non-existent would only create more problems for the kids once
they are set loose in the real world. Shield them from pornography?
Preferably yes. Alienate them from the naked human body? Preferably
not. And where does one draw the line? That's as personal for
the audience as for the creator.
Then
the question automatically becomes: Do game creators have the
psycho-social backing to actually decide on a set of values for
their target-audience? Then there's the obvious "Violence
in games" discussion. I vehemently believe this is a diversion.
Since communication is more often then not a reflection of the
real world, violence is to be expected in any form of communication.
To only take out one communication-form, in this case games, and
start discussing the merits or dangers of its content is really
missing the point. Apparently there's a desire from the human
population to be entertained with violence, until that is addressed
I don't think talking about the "moral responsibilities"
of just one group of content providers, in this case game creators,
is getting us anywhere.
Turning
the question in: Should game creators be singled out to provide
some sort of value-teaching type of entertainment? No. I don't
really think the question serves any purpose but enticing discussion.
Which is really great, don't get me wrong, but a straight, black
and white, cut and dried answer? Hardly.
- Patrick Kanne
I
believe it is reasonable to assume that games that express values
can influence in some ways the culture that is exposed to them.
As a game developer, I think it is reasonable to assume a certain
level of responsibility for the games that I help to create. The
morality of that responsibility is related to the morality of
the expressed values.
As a Christian, my understanding of morality is informed by my
belief in a personal creator God. I believe that I am ultimately
responsible and accountable to Him for everything that I do. That
would include whatever influence the fruits of my labor may have
on society and culture.
No, they do not, no more than authors of books or movie scriptwriters
or even artists do. They often don't, nor is it their job/responsibility/duty
to do so, that duty lies with your custodians (i.e. parents) or
your own senses. Besides, the bigger question is whose moral responsibility
do you want to teach? Morality means different things to different
people and different races. The fact that there is no standard
is the beauty and richness of the human race (and for those having
funny ideas, Law is not morality, law is the mechanism that protects
your life, liberty and property). Any time a society 'imposed'
its morality and values upon others BAD things have happened!
Just like you shouldn't impose your way of thinking on your friends
but you are welcomed to share it. Remember dictators routinely
use the morality argument when oppressing their constituents and
limiting their freedom of speech or production.
If
you disagree with a product/painting/movie/game because it infringes
on your morality or what you hold dear then simply don't buy it,
you don't even have to look at it. You do have a choice, make
your choice and take responsibility for it. And more importantly,
don't prevent other from buying it, because they should have the
choice to do so (just like you have the choice not to purchase).
Choice equals freedom (with some realistic limits). If we handicap
ourselves with trying not to offend anyone then the 'producers'
in society will quickly fade (it's impossible not to offend people
sometimes
especially when they want attention - or force
you out of your money). The responsibility of morality should
lie on the consumer (i.e. the 'would-be-offended') not to purchase
or endorse a product if they are not Ok with it, since, the producer
(in this case game developer) cannot possibly take into account
what would infringe on every possible consumers morality (i.e.
anyone that can walk into the store and buy the game).
- Jake Wolf, CleverDesign Entertainment
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[Article
illustration by Arjan Westerdiep @ drububu.com]