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Ethics
in Game Design
The
difficult topic of "ethics in game design" (not to be confused
with ethical considerations about making games) was addressed by a panel
headed by Bernard Yee, Director of "Gamer Programming" at
Sony Online Entertainment -- another behaviorist maybe. Yee
was joined on the panel by Bob Bates, Toby Ragaini, Austin Grossman,
and Doug Church. Beginning with a brief introduction to ethics, the
discussion moved swiftly but didn't really break new ground.
Altruistic
decisions require choice and consequence within the game. Yet in-game
consequences cannot include rewards, only penalties. As one panelist
put it, generosity points defeat the purpose.
The
idea of player decisions not guided by the cruel equations of in-game
economy seemed very troublesome to some. Other voices from the audience
dismissed the topic outright, claiming that games without real-world
consequences could not possibly have an ethical dimension at all. In
my view, such an attitude denies that our thoughts and reactions have
ethical -- or other -- relevance. A truly ethical mind does not stop
evaluating just because it has entered the reality of fantasy or daydreams.
Addressing
first audience comment (which, predictably, failed to separate the designer's
ethic from the ethical implication of the design), the questioner
cited an Infocom game that included the option to torture an
NPC. In an ironic twist, it turned out that panelist Bob Bates had himself
suggested adding this element to the game in jest -- and had
resigned from the project when it was actually added. Entertaining distractions
aside, the panel somewhat sidestepped the "Torture? Y/N" thought
experiment. In my opinion, the resemblance to classical psychology experiments
on obedience and ethical choice is striking. Games will be considered
a medium of self-expression and self-exploration only when players question
their actions before and after the fact.
Similarly,
there was dissent on the possibility of ethics in single-player games.
Toby Ragaini claimed that single-player games could merely be educational,
as ethics requires an affect on a human being. I oppose this assertion,
based on findings on how children explore ethics by searching out entities
on the border between living and dead, be it insects or (as detailed
in Sherry Turkle's The Second Self: Computers and the Human Spirit)
computers. Of course, a linear single-player game which doesn't allow
any player choices leaves little room for ethical decisions (but does
not rule out internal response to perception). The black-and-white world
of Half-Life offers "questionable" design, not ethics.
Doug Church pointed out that even Ultima 4, "poster child
of ethical behavior," offers no other decision but to either go
with the (linear) game flow, or simply stop playing at all.
For
me, one of the most intriguing observations was how the panel and audience
quietly subscribed to Manichaeism in its purest form. From the quip
about DOOM as a "Christian shooter" (we are shooting
demons, after all) to a brief exchange about Lionhead's Black and
White, it seemed as if games allow only for right or wrong at most.
Bob Bates was the only exception, conjuring an example where there is
no "right" decision, just a legitimate conflict of (NPC) interests.
If the mold of first person games can be described by "If all you
have is a hammer, everything resembles a nail", then
the confinement for "ethical" games might be expressed by
"If everything is either reward or punishment, everybody looks
like a dog."
It
was quite telling that the panelists had to struggle for a response
to the question as to whether they had ever "played a game that
had ethical choice." Most examples (like cheating on AI players
in Alpha Centauri) were not convincing. The panel and audience
finally settled for the sacrifice of the sidekick "Floyd the Robot"
in Steve Meretzky's Infocom game, Planetfall. Unfortunately,
the designer himself pointed out that the sidekick himself initiates
the act that leads to its demise, and that the player does not know
the outcome. There is seemingly a lot of power in "perceived consequence"
as opposed to actual choice -- powerful enough to make a roomful of
game designers blame themselves for something the game designer had
plotted.
Other
aspects covered in the discussion included whether ethics in games requires
the presence of a (human) audience (and therefore only multiplayer games
qualify in that regard), whether the in-game ethical problems that plague
online worlds (like player killing or looting corpses) should be adressed
inside the game or outside, and whether players actually want to play
"bad guys." Yee pointed out that TIE Fighter didn't
sell as well as X-Wing, but the audience countered by pointing
out the success of Bullfrog's Dungeon Keeper. At one
point, Yee decided to blame the lack of ethics in games on the limited
number of actions available to most players. In his view, WALK, SHOOT,
and RUN might not be sufficient to respond to an ethical dilemma. Saved
games and replayability were other scapegoats.
I
did not find the attempts to define ethics as non-optimal decisions
(with respect to personal gain) entirely convincing.
Yee's claim that a "hero never reaps reward" falls
short -- it may just be the definition of reward that changes. It is
equally possible to say that ethical decisions optimize with respect
to a different cost function (see Kant's "categorical imperative,"
or even the examination of apparent altruism in sociobiology).
The
analysis of "tit for tat" in game theory is an
interesting perspective when considering players that cheat on AI partners
in strategy games. Conversely, "stable" strategies as defined
by John Maybard Smith might be a source of inspiration for online games.
In
the end, whether outside or inside the game world, the economy -- not
ethics -- guides most decisions. If game designers expect to put ethical
considerations into the heads of gamers who couldn't care less, their
designs will fall apart, with or without online community.
One
other observation suspiciously absent from these discussions on ethics
was that ethics is "no fun." Ethical dilemmas hurt. Witness
the sweetness of the classical Hollywood movie "kiss off"
contrasted with the haunting quality of an open, ambiguous ending. All
things considered, the audience was probably right on target in suggesting
that the ethical dimension of a game is brought about by raising questions,
not by providing answers.
Let
me conclude by making some observations about Yu Suzuki's
Shenmue keynote presentation. In my blessed ignorance, I experienced
the presentation of this accomplished designer's work as a history lesson
on computer games. Having set out to create his first game decades ago
with a team that fit into a single room, Suzuki commanded 300 internal
and external contributors and a staggering amount of resources for what
he calls a "cinematic RPG." I could not help but compare the
skyrocketing costs for "props" in the game development industry
to the plummeting costs for making feature films (digital
cameras and post-production technology have let people bring independent
movies into theatres for less than $35,000). For Shenmue, computer-aided
modeling was found insufficient, so life-sized head mockups were created, scanned at 50,000 polygons
per face, and then reduced to much less. As Suzuki pointed out with
a smile, he was "not making games for PSX2."
Motion
capture is a prime example of how the limitations of movie production
affect both the budget and artistic expression of games. Real-world
props and actors are needed by games that rely on motion capture. Worse,
the actors have to be taught and trained first (e.g., fighting games
require accomplished martial artists for motion captured scenes). Like
movies, games now have to create reality first. These "cinematic"
games have given birth to a new sampling industry, as well as to games
defined by a new kind of derivative design -- one that clones the real
world.
A
Sega promotional movie shown during Suzuki's presentation posed the
question, Is this really a game? As my head filled with the lectures
and panels of the previous days, I couldn't help asking myself the same
question. This game has 350 characters and nearly as many voice actors
(in Suzuki's words "too many, too expensive"). This game goes through painstaking efforts to fill
the gaps of mundane tasks like opening and closing doors,
tasks that movie economy "cuts" out of the experience. What
can it bring us beyond the death of the garage developer?
To
me, all the meticulous effort put into Shenmue seemed more appropriate
as edutainment than entertainment. If we wanted to experience other
lives in similar detail, it would likely have to come as a documentary,
not a game or movie. Somewhere between the rigid harness of narrative
and the pointless complexity of cellular automata, games have to find
a way to create meaning and relevance outside and beyond the actual
interactive experience.
Suzuki
has fulfilled for himself a dream, one shared by many (if not the majority
of) game designers. He strives to create a new genre by merging the
imagery of movies with the interactivity of games. Only a third of the
Shenmue team were Sega employees, the others were recruited from
external industries, all of which presumably are at home in the movie
business. Time will tell whether the "movie-as-game"
is our future - for now, the console industry prepares the ground for
the return of Siliwood.
Bernd
Kreimeier is a physicist, writer, and coder, working as senior programmer
and project lead at Loki Entertainment. Previous work for Gamasutra
and Game Developer magazine includes "Killing Games: A Look
At German Videogame Legislation" as well as
"Rising from the Ranks: Rating for Multiplayer Games".
See Graphics
at GDC for more of his coverage of GDC 2000. He can be reached at
bk@lokigames.com.
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