Separator

Morality Metrics in Video Games

Default_picture
Monday, July 27, 2009

Moses_10_Commandments

Editor's note: Davneet argues that the morality systems that game developers have come up with thus far really don't allow players to make real choices. Do you agree? -Jason


I needed to convince the Council of Saren's treachery, and a Quarian had the necessary evidence.

Unfortunately, the Quarian had also decided to place her trust in Fist, the owner of Chora's Den and former employee of the Shadow Broker. What she did not know was that Fist had decided to break out from under the Shadow Broker and work for Saren.

The Quarian was in a lot of trouble, and getting to her would not be easy.

When I headed into Chora's Den, a number of thugs decided they did not like the way that I looked. With gall that could only come from ignorance, they opened fire, and I was forced to take cover. After taking a moment to collect myself, I decided to educate them on exactly who they were shooting at. In a matter of seconds, they were definitely smarter. But considering their lack of movement, I did not think they appreciated my efforts.

 

After walking into Fist's office and dispatching two defense turrets, it was time to extract some necessary information.

"Where's the Quarian?" I demanded of Fist.

Cowering on the ground, he said, "She's not here; I don't know where she is. That's the truth."

"You've got 3 seconds to come clean. Then I start shooting." I knew he was lying.

"The Quarian isn't here. Said she'd only deal with the Shadow Broker himself." I gave Fist some room to stand. After collecting himself, he continued, "Nobody meets the Shadow Broker, ever. Even I don't know his true identity, but she didn't know that. I told her I'd set a meeting up, but when she shows up, it'll be Saren's men waiting for her."

His response did not improve my demeanor. Menacingly, I ordered, "Give me the location, now!"

"Here on the Wards, back alley by the Markets. She's supposed to meet them right now. You can make it if you hurry."

Fist had given me some hope, but he was still corrupt and depraved. He was working for a traitor to intergalactic life, had sent an innocent into a trap, and had repeatedly tried to kill me. I had to get to the Quarian quickly, but I could not simply let Fist walk away. Even if he claimed he would go into hiding, he had already lied to the Quarian and to me.

I could not risk the lives of other innocent people.

I did not like the idea of execution, but it had to be done. Reluctantly, I raised my pistol. "Too many people died here, Fist. You don't get to walk away," I stated. Then I pulled the trigger.

mass_effect_1

Suddenly, a message popped up informing me that my Renegade ranking had increased by 2 points.

What?!

I had just performed a service to the galaxy. In killing Fist I had probably saved a countless number of lives, and I had set back any of Saren's future plans. Instead of getting lauded for my actions, I was branded as a renegade?!

Why was Mass Effect denouncing my moral character?

In On Crimes and Punishment, 18th century Italian philosopher Cesare Beccaria stands against the death penalty. "The laws...are only the sum of the smallest portions of the private liberty of each individual, and represent the general will, which is the aggregate of that of each individual. Did any one ever give to others the right of taking away his life?"

Immanuel_KantThe German philosopher Immanuel Kant found Beccaria's argument to be sentimental and sophomoric. "If...he has committed murder he must die...there is no substitute that will satisfy the requirements of legal justice...there is no equality between the crime and the retribution unless the criminal is judicially condemned and put to death."

The issue of capital punishment, among many other moral and ethical issues, is one that people have debated for centuries. Every individual is raised with differing moral codes based upon an innumerable number of influences, including family, friends, environments, current events, etc. In fact, with some notable exceptions, most people make no conscious effort in shaping their moral code. Decisions, from the miniscule to the life-altering, are made according to the perceived consequences, and one's moral code provides judgment of those consequences.

Unfortunately, videogames such as Mass Effect and Fallout 3 have a glaring tendency to completely ignore and disregard an individual's moral code with the introduction of an arbitrary morality meter. These meters judge a player's actions according to a hidden and often contradictory metric, and they assign a numeric value ranging between the extremes of right and wrong, good and evil, or paragon and renegade.

What purpose do these arbitrary morality metrics actually serve in videogames? Advocates of such systems would argue that morality metrics add consequences and weight to player decisions; these systems allow for a player to feel that they have more of an impact on the game world.

Is this actually the case? Does an extra tick mark in the bad karma slider actually serve as a consequence? Mass Effect's paragon and renegade system had no discernable impact on the storyline or gameplay. Fallout 3's karma system did nothing more impactful than provide unnecessary dialogue and ally options.

Fallout_3_Pip_Boy

In actuality, these morality systems detract from interesting choices and actual consequences. All decisions made in life have both positive and negative consequences, and these consequences are sometimes perceived and sometimes hidden. Often, the consequences we perceive can turn out to be false, but we're still stuck with the decision we made. Morality metrics in videogames remove all of this ambiguity and give us the choice of being either Mother Teresa or Hitler, as asserted by game designer James Portnow.

Such moral systems in fact nullify meaningful choice in videogames by circumventing the player's personal moral code and replacing it with an arbitrary one. Players are, in essence, punished by being deemed a renegade or evil, not necessarily because their actions are morally unjust, but because their actions conflict with a random and obscure rule set.

Instead of attempting to provide impactful decisions through morality systems, developers need to remove any judgment from player choice and provide tangible consequences, both positive and negative, to each decision. This is easier said than done, but it's not without example.

Despite Mass Effect's opaque paragon and renegade morality system, the game does provide a prime example of how to construct impactful decisions in forcing the player to choose between two of his or her teammates toward the end of the game. Each option has both a positive and negative consequence. Option No. 1 allows for character "A" to live, but character "B" must die. Option No. 2 allows for character "B" to live, but character "A" must die. The decision has no bearing on the paragon or renegade ratings, but real consequences exist.

This decision also allows for a player's own feelings and values to be put to use, unlike other decisions in the game. A player who enjoys combat may choose to save the character that's stronger. A player who enjoys the story may choose to save the character that they have interacted with more. The necessary decision is known, and the positive and negative consequences are known. Each player's able to make the decision based on their own values.

witcherThe Witcher also exemplifies a video game that provides for real, ambiguous, consequence-oriented decision making. At one point in the game, an angry mob calls for the burning of a local witch, falsely accusing her of unleashing a hellhound on the village. The player either hands her over or stops the mob.

The decision, however, is complicated by the fact that the witch is not a typical innocent bystander. She is known to sell poisons and partake in dark arts, possibly making her worthy of some form of punishment.

One decision saves the life of a person falsely accused but also allows that person to continue a harmful trade. The other decision allows for the execution of an innocent, but also insures that said innocent ceases their destructive craft. Both positive and negative consequences are presented for each possible decision, even though they might not have any direct impact on the player. Further, no arbitrary morality system exists to circumvent the player's values.

Morality in videogames is an increasingly popular topic, and it's essential to the growth and legitimization of interactive entertainment. However, moral systems serve not to increase the moral impact of in-game decisions, but instead detract from the allowance of true impactful decisions. The focus on such systems in videogames needs to be removed and placed upon decisions with both positive and negative consequences. Every individual has their own moral code; players do not need arbitrary and inconsequential morality metrics.

 
Problem? Report this post
BITMOB'S SPONSOR
Adsense-placeholder
Comments (10)
Demian_-_bitmobbio
July 27, 2009
Taking the devil's advocate perspective, and in this case also the game developers' perspective, it's not surprising that morality has been 'gamified' via points and metrics. Gamers are conditioned to expect feedback about their progression, be it leveling up or traveling along the good/bad moral scale. While I do like the idea of more ambiguous choices in games, I can't help but think that some players would be upset to find out that what they thought was the good or neutral choice turned out to be a bad choice; they could feel tricked or misled by the game developers, who ultimate still have narrative control (unless you're talking about a game like EVE). Fallout 3 does play around with this stuff from time to time, however. Like if you tell Megaton's sheriff about that guy who wants you to blow up the place...seems like a good move, right? Well, do that and the sheriff (also a father) ends up dead.
Photo_159
July 28, 2009
Hmmm, yeah it would be nice if moral choice really had a more significant affect on game play... but to be honest I could do without it entirely... I always end up somewhere in the middle or fielding out what choice will give me the stats I want, only to find that the end result is not so rewarding... another good example would be Star Wars Force Unleashed... It was advertised as having moral choices when there was only and even though it did give an alternate ending the rest of the game went unchanged.
Default_picture
July 28, 2009
Were you on the 1up boards yesterday? Because maybe this is all crazy coincidence, but I started some conversations there again, and suddenly you're posting an interesting article on the very same topic. Admit it! Also, if you were on the 1up boards, head back there so we can talk. Once their site is back up, I mean.
Default_picture
July 28, 2009
Haha Steven, unfortunately I wasn't part of the 1up discussion you're referring to. This article actually sprouted from a discussion on Gamasutra relating to the James Portnow article that I reference in the text. As for continuing the discussion on the 1up boards, we could always pick it up right here :).
Default_picture
July 28, 2009
Does morality have to be just about good and evil? In terms of "Fable" or even "Infamous", maybe the use of a morality system in gaming is more for aesthetics and gameplay to explore character representation or story plot as opposed to the player's own beleif? Ultimately, without any "indication" in the game, the only person passing judgement on your choices is yourself. Morality can only exist if there is some form of judgement, despite how basic it may seem (though I do agree with you that immersive gameplay would be achieved by a consequential effect in the game rather than a note implying you're good or evil)
Default_picture
July 29, 2009
I don't think videogames have truly delved into the possibilities of what morality entails. Thomas Hobbes makes claim that a person's moral constitution rarely changes life in a tangible sense - instead, ethics and morality change the way we understand and appreciate ideas, individuals and paradigms. I've been visiting a grocery store semi-regularly for the past year. Every week, as I enter the store, I ignore the beggar, who sits at the street corner, and his pleads for empathy. Why? Because it's clear that he's an alcoholic and that he has no dependents. My sense of morality has allowed me to deduce that the beggar doesn't deserve my money. Now. Has that decision changed what I'm allowed to buy at the store? Has my grim callousness granted access to new "DIALOGUE OPTIONS" with the store owners? No and no. Video games should strive to affect the how the player feels, not what the player is able to do. I'd like to play a game in which I am seriously torn by quandaries of execution, cruelty and kindness. The moral dilemmas in Mass Effect and Fallout 3 are so evidently binary it makes me laugh. "Either blow up the school bus, or treat all the school-children to lollipops and candy!" Fuck that. Davneet....I hope you agree with me. 8)
Default_picture
July 29, 2009
Also, it's nice to see someone who appreciates the acting skills of Charlton Heston. [i]The Ten Commandments, Ben-Hur, Soylent Green, The Omega Man, Planet of the Apes...[/i] What a guy!
Default_picture
July 29, 2009
Thanks for all the comments, some very good points are being made that I'd like to address. @Demian – The point you make about ambiguous choices misleading players is certainly valid, though this is easily reconciled by a simple foreshadowing of unforeseen consequences. The [i]Fallout 3[/i] example you provide is one in which no foreshadowing was provided for the player. [i]The Witcher[/i], on the other hand, was specifically marketed as a game in which your choices had long-lasting and unpredictable repercussions. In either case, I think you’d be hard-pressed to find people who complain about misleading decision-making. Ambiguous consequences can certainly provide the illusion of a more complete and realistic game world, as well as emergent gameplay. More important than ambiguous choices however, is providing both known positive and known negative consequences for each choice. I believe this is the most straightforward method for abolishing the good vs evil morality metrics, and providing players with a more thought-provoking experience. @Evan – Even when you are making a decision based solely on what stats you want, you are to some extent making a moral decision; you’re placing value on certain attributes over others. In RPGs that allow for it, I almost always play the warrior/soldier/tank class over ranged or magic classes. I simply don’t enjoy keeping my distance from enemies; you can certainly extrapolate something about my moral character from that. These types of decisions would certainly be more interesting if each pertinent outcome had both positive and negative consequences on our stats. The decision to save or harvest the Little Sisters in Bioshock resulted in the same stat production either way, which essentially negates any interesting decision-making. @Christopher – I think we’re basically on the same page, though I’d have to disagree with your implication that morality can only exist if there is some form of external judgment. I think every individual is capable of passing judgment on themselves, based upon their moral code, and that is sufficient for any decision making. Even if no one is aware of some action you have made, you can certainly feel proud or guilty about that action, based on your own moral code and the judgment you assess yourself. That’s my initial assessment of your implication at least. I’ll have to give it some more thought; it’s certainly interesting.
Default_picture
July 29, 2009
@Omar – The argument you provide is one that is completely in-line with [i]The Witcher[/i]. Decisions in the game have little to no effect on the player’s experience; neither characters nor the game world interact with you differently depending on the decisions you make. However, every decision has both positive and negative consequences; there is no clear cut right or wrong. Further, each decision has some effect on the overall narrative, which is seen through cut scenes. Your decisions in the game might not have any impact on you, but they certainly have an impact on non-playable characters and factions. If you haven’t played [i]The Witcher[/i] you should certainly try it out. Hopefully CDProjekt will provide me with an endorsement deal now. With that out of the way, now I can play devil’s advocate to your argument. In the beggar example you provide, your decision has no tangible effect on the rest of your experience in the grocery store. However, this might solely be due to the fact that no one is aware of your actions and/or moral code. If your action, or lack thereof, was perceived by the store owner, it might have opened up new dialogue options, such as “Thank you for not giving the beggar any money. Hopefully he’ll move on when he realizes he’ll get nothing in front of my store.” In videogames, we often play as larger-than-life heroes and villains. As a result, it’s only natural for our avatars to become famous or infamous in the game world. Of course with that recognition comes a general knowledge of our deeds, and as a result, a general knowledge of our moral character. It’s not farfetched to then have tangible gameplay consequences and dialogue options to our in-game decisions. A proud Jewish shop owner may serve a neo-Nazi simply because he is not aware of his customer’s past actions or moral code. However, if Hitler walked into his store, the shop owner would certainly have an idea of Hitler’s past actions and moral code, and would most likely not serve the customer if given a choice. As individuals in the real world, our decisions and moral code may not have any lasting or concrete impact on our life or the lives around us. However, given the characters we play as in videogames, it probably wouldn’t be realistic or believable for our choices to have a lack of tangible consequences. Also, while Charlton Heston was certainly a capable actor, his utter destruction of one of the best directed films of all time, [i]Touch of Evil[/i], forces me to dislike him.
Default_picture
July 29, 2009
Soylent Green is people! :'(

You must log in to post a comment. Please register if you do not have an account yet.