Choice and Morality, Part Two

Do you remem­ber this image?

A bit of his­tory. In imi­tat­ing the pen and paper game, Dun­geons & Dragons-like video games have long exposed an align­ment field. This was a text field with­out game con­se­quence. Mak­ing choices that could affect the game or character’s moral sta­tus is a more recent phe­nom­ena. Knights of the Old Repub­lic (2003) pops into mind for most peo­ple as the ori­gin of light side and dark side choices, but Fall­out (1997) and Planescape: Tor­ment (1999) both use a sim­i­lar sys­tem. In any event, moral­ity choice has exploded in games. In addi­tion to the Fall­out and KOTOR fran­chises (includ­ing SW:TOR), Fable, Sacred, Bioshock, Over­lord, GTA, Mass Effect, Force Unleashed, and inFa­mous have joined in.

Look­ing at that list illus­trates a suc­cess­ful inva­sion of role­play­ing con­cepts. Shoot­ers and action games rou­tinely include ele­ments that were once only the domain of the rpg. Between such a fea­ture creep and the growth of open world games, it seems we’re teach­ing com­put­ers to sub­sti­tute for a good Dun­geon Master.

Back on topic from the last post. Moral­ity choices sound fan­tas­tic. And the games in the list above range from good to great to sub­lime. Then why do I judge the use of moral choice in games a failure?

First, our moral­ity is imma­ture and unso­phis­ti­cated: Saintly or Demo­niac, to quote the chart above. Games have never hid from this fact. The orig­i­nal Fallout’s moral titles are Cham­pion or Child­killer. The updated ver­sion in the series fol­lows with “Last, Best Hope of Human­ity” or “Scourge of Human­ity.” To illus­trate an exam­ple, inFa­mous offers the options of help­ing the cop and accept­ing his reward, or killing him and tak­ing what he has. At least that evil choice has expe­di­ency to rec­om­mend it. More often, evil choices are evil for the sake of evil, with­out logic, expla­na­tion, or moti­va­tion. Kick the puppy.

More to the point, the moment of deci­sion mak­ing occurs before the start of the game. As moral choices are binary, play­ers fol­low by mak­ing a wholly binary char­ac­ter. “I’m going to play good,” and so every choice in the game is pre­des­tined. Indi­vid­ual game deci­sions don’t mat­ter. As game design­ers, we can’t be sur­prised. We’ve tied in game advance­ment, abil­i­ties, and now Achieve­ments to a character’s align­ment state, reward­ing them for reach­ing the ends of the align­ment spec­trum. Thus, play­ers look for oppor­tu­ni­ties to farm align­ment sta­tus in the same way they look for ways to har­vest expe­ri­ence points.

As a result, the only thing tested is the abil­ity to iden­tify moral and immoral choices. Given how stark the choices offered, this isn’t dif­fi­cult. More­over, play­ers would rebel against such dif­fi­culty or obfus­ca­tion. It could lead to their 100% good char­ac­ter mak­ing an evil choice. It gets in the way of them grind­ing to a final align­ment state. Woe to the game that makes moral choices dif­fi­cult to dis­tin­guish. Indeed, we’ve solved this prob­lem by out­right iden­ti­fy­ing which is which through user interface.

Blue choices are good, red choices are bad. Just like political parties and lightsabers.

Blue choices are good, red choices are bad. Just like polit­i­cal par­ties and lightsabers.

What’s worse, games don’t deliver the promised gains from the moral­ity sys­tem: replaya­bil­ity. The game’s plot, vil­lain, and game­play don’t change. Only a small amount of con­tent, if any, is exclu­sive to play­ers of one align­ment state or the other. A cou­ple side mis­sions, per­haps. In most cases, the dif­fer­ences between moral and immoral play can be reduced to:

  1. Fla­vor in AI reac­tion and dialogue
  2. Epi­logue cutscenes.

So why have game mak­ers been attracted to moral choices? They promise depth and replaya­bil­ity, but the cost:benefit is high. What work is required falls on writ­ers and voice actors. What does that tell us? There’s lit­tle effect on game design … or the player’s experience.

Soon: How can we fix moral choices?

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