Choice and Morality, Part Three

So how can we fix or, with more mod­est ambi­tion, improve moral choices in games? My goal would be to encour­age play­ers to treat moral deci­sions as any other game decision, instead of oppor­tu­nity to slide a progress bar. Choice gets more inter­est­ing when dif­fer­ent choices have things to rec­om­mend them. There’s value in the player weigh­ing long-term vs short-term advan­tage, or con­sid­er­ing how to deal with a sit­u­a­tion in more than one way, or bet­ter yet more than the obvi­ous, habitual, or direct way.

Adam & Eve

Where would we be with­out temptation?

Improve What We’ve Got
Let’s start with the least rad­i­cal of changes to the cur­rent ecol­ogy. Keep the exist­ing binary moral sys­tem. Accept that play­ers will always iden­tify the good moral choice. Fortunately, ethical fail­ures of men and women in the real world aren’t fail­ures of knowl­edge either. They are fail­ures of will. We fail because we give into temp­ta­tion. If you want a ref­er­ence look up deadly sins.

If evil choices embody self­ish­ness, then why aren’t we manip­u­lat­ing the player’s greed, ambi­tion, and attach­ment to his char­ac­ter? Con­sider the recent exam­ple adver­tis­ing “ratio­nal self-interest” phi­los­o­phy. Har­vest Lit­tle Sis­ters instead of sav­ing them, and get a big­ger reward. Or do you? Bioshock’s design­ers exe­cute a sad retreat by com­pen­sat­ing the good player with gifts from the Lit­tle Sis­ters. The self­ish choice doesn’t actu­ally pay off. So instead of involv­ing the player in this test of the human spirit, the game has rigged the game against Rapture’s ethics.

Put it in micro­eco­nomic terms: there is some reward that would tempt my char­ac­ter to engage in an evil act in a game, even when I’m play­ing a char­ac­ter that’s nom­i­nally good. If not game money, then a suf­fi­ciently awe­some weapon, piece of armor, new super­power, or the like. At some level of reward, I’m going to con­sider, and prob­a­bly even com­mit, an evil act. Once we get that estab­lished, to para­phrase the Shaw quote, all that’s left for design­ers is to hag­gle with the player over the price. Evil choices should be tempt­ing: not adver­tis­ing that you can role­play a deranged socially mal­ad­justed psychopath.

Con­versely, stop por­tray­ing every benev­o­lent deci­sions as low cost and high reward. That’s well and good if want to con­struct Disney-esque fairy­tale uni­verses, but how about using these M rat­ings to show off a world where good­will isn’t always so profitable?

Systems-Content Divorce
The next step? Get rid of the moral­ity meter. Let the player make choices in the moment, with­out the need to rein­force rigid, inhu­man car­i­ca­tures. With­out the mon­i­tor over­head or the incen­tive (see below), the player is more likely to make choice based on cir­cum­stances, not on inten­tions set before the game loaded. Then let the dice fall where they may. Con­se­quences fall in as the game needs, prefer­ably with some sense of bal­ance to allow for choices on either side. AI char­ac­ters can react appro­pri­ately to what they see the player do, or what they’ve heard of him doing.
Luke, misusing the Force?
This means that advance­ment sys­tems need to sit in igno­rance of the player’s moral choices. Aban­don unlock­ing of abil­i­ties based on the good-evil meter. This means that even your Light-side Jedi can pur­chase the Force light­ning abil­ity. Or the equiv­a­lent. Is that so bad? Obvi­ously, if you’re devel­op­ing your con­tent and sys­tems together for a new IP, it’s eas­ier than retro­fitting it in. Though in the case of Star Wars, I’m sure some­one in the expanded uni­verse has man­aged the trick.

Beyond Good & Evil
At times, games have shown desire to inno­vate and devi­ate from comic book arche­types of good and evil. For exam­ple, Mass Effect draws lines between paragon and renegade. The idea, I think, was to ques­tion the means we accept. What are you will­ing to do in the name of a greater good? The paragon always does the right thing, but the rene­gade does what­ever it takes to get the job done. Put it that way, it doesn’t sound so bad, does it? Sadly, the writ­ing in Mass Effect quickly falls back into a famil­iar pat­tern of the polite, self-sacrificing good guy ver­sus the self-centered, self­ish asshole.

Moral­ity can be more inter­est­ing than that. Bioware’s paragons and rene­gades want to see jus­tice done (another oppor­tu­nity for some debate) and gen­er­ally save the galaxy. We don’t need comic book vil­lainy to imag­ine one of these char­ac­ters doing ques­tion­able things in the name of a greater good. Lies, deceit? No prob­lem. A heavy-handed approach? Okay. A will­ing­ness to resort to vio­lence? Sure. Torture? Hmm.

Now let’s steal some ideas from a fresh­man ethics course. Would you be will­ing to assas­si­nate the chan­cel­lor of Ger­many in 1933? You would? How about when he’s spout­ing his creed in beer halls a decade ear­lier? Ear­lier, when a  failed teenage artist? An infant with five sib­lings? How about his father, before his birth? Or, con­sider another angle: how much “col­lat­eral dam­age” are you will­ing to accept? Blow up his poor family’s house? The city of Brau­nau am Inn? How about every per­son in Austria-Hungary? The account­ing of lives saved comes out ahead, you know…

On the Shoul­ders of Giants
We don’t have to invent the game­play out of noth­ing. Applied ethics has done some of the heavy lift­ing of imag­in­ing our sce­nar­ios for us. In essence, the ques­tion of how far you’re will­ing to go exposes two kinds of ethics: util­i­tar­i­an­ism and a form of deon­tol­ogy. Do the ends jus­tify the means? Some­times, maybe? Hav­ing a sim­ple under­stand­ing of dif­fer­ent eth­i­cal sys­tems (best link I could find here) doesn’t mean that you have to preach to your players. 

The strengths and weak­nesses of dif­fer­ent eth­i­cal sys­tems cre­ate oppor­tu­ni­ties. Phi­los­o­phy and ethics texts are full of imag­ined sce­nar­ios jux­ta­pos­ing the choices of one eth­i­cal sys­tem against another. As game design­ers, we don’t have to rely on descrip­tion or judg­ment of text. We can put sit­u­a­tions in front of the player and let him work it out. Will the player respect cul­tural norms? Will he or she bend or break the law in the ser­vice of some­thing greater? When does the player stop mak­ing excep­tions? Each eth­i­cal sys­tem places dis­tinct val­ues on results, intents, cul­tures, or the per­sons doing the action.

Leav­ing behind our col­lege text­books, even if you want limit your ethics even to D&D stereo­types, play with the other align­ment axis. Set up the rule of law and the needs of soci­ety (law) against per­sonal lib­erty and indi­vid­ual rights (chaos). The world around us today seems made for these sorts of ques­tions, as the inter­ests of the state com­pete with the rights of the individual.

Eh, Nev­er­mind
Is this a prob­lem worth invest­ing in, after all this diatribe?  This par­a­digm of grossly obvi­ous choices has been around in games for a while now, and it seems more pop­u­lar than ever. Would com­plex­ity or depth actu­ally go over well among our play­ers? Do they want more chal­leng­ing choices?

It’s rea­son­able to ask whether moral choices are loved for what they represent. A fan­tasy moral­ity. In these games, it’s easy to make the right moral choice. We don’t per­son­ally have to sac­ri­fice any­thing. We get praised and rewarded for our benev­o­lence. What could be easier?

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