Moral lessons in gaming

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Monday, January 02, 2012
EDITOR'S NOTEfrom Jason Lomberg

Steven waxes poetic on the applicability of video-game morality systems to real life and what they can teach us. Just how realistic is a paragon/renegade scheme?

They call me the Paragon of Justice: a pilgrim wandering the wasteland/galaxy laying waste to the bandit scum plaguing the land. A sense of justice floods over me as I rout a band of evil necromancers, and a tiny voice whispers in my ear, "You are a good person."

Am I? Yes, I suppose I am.

What have I learned, though? That killing bad people elevates my avatar to a place of moral sophistication?

Fallout New Vegas

One man's exterminator is another mutant's murderer.

That's a hard sell. I'm not accountable for my paladin's actions...neither the good nor the bad. Killing that law-abiding peasant will not result in my incarceration by the Canadian government, nor will saving his village earn me the Nobel Peace Prize.

 

So how do the actions of your avatar reflect back on you, the player? Can we learn anything from our second lives?

If anything, we learn that doing good is not its own reward.

A rare item, an enchanted shield, or a tidy sum of gold awaits those who help farmer Hrothgar.

But video games are fibbing to us.

The real world rarely praises or rewards the paragon choice. You don't get a new sword for picking up the tab for a haggard single mother at the grocery store. We become agitated when that homeless man doesn't thank us for our spare change.

Instead, gaming calls us back to the virtual practice of righteousness...where altruism is properly appreciated and free from difficulty and pain. My charity remains strictly in-game.

But then I hear stories of a college student overcoming addiction with Gears of War or the tale of a woman blessing another family with secondhand video games. And suddenly I remember what games have been teaching us all along: Video-game righteousness doesn't make me a good person, but it reminds me that I have the power to be one.

 
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Comments (11)
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December 28, 2011

I've always appreciated how playing as good guy is more difficult in games. In KOTOR my Jedi had no offensive force techniques, and I had to buff myself constantly to make it through the game. When I played again as a Sith I found the game way too easy.

It's too easy to be a jerk. I'll get off my soapbox now.

Pict0079-web
December 29, 2011

I played through Mass Effect 1 and I really admire the difficult choices involved with the Paragon. I really could have let the council members die, but it just didn't jive with me. I couldn't let them die without at least putting some effort into a good cause.

I needed to beat the game like a badass action hero, because I wanted to put in that extra effort. Without that choice, it would have seemed boring. The adventure would have ended like a terrible anime series with no drama or intensity. Like I said, it's not how I roll with the punches.

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January 02, 2012

I've always felt the opposite, actually. To me, the natural flow of events almost always seems to push the player towards the "good" choices, with evil requiring more of an extra effort. I just can't forget having to chomp down baby chickens all the time to make myself evil in Fable because every monster I killed tilted my warrior towards light. Darkness always seems like the "other" path.

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January 02, 2012

Yeah, i know what you mean, I didn't get to Fable 3 here: http://bitmob.com/articles/five-games-making-you-evil

but it really seems like being "evil" is never a choice the developers actually thought the player would choose. The ending is just very dismal on an evil playthrough, almost unnatural.

It's like being being evil is arbitrary and "evil for evil's sake." This is such distorted picture of morality. What i would like to see is a more organic, realistic motivations behind a player's actions.

Pict0079-web
January 02, 2012

Honestly, I still don't think gaming concepts of good and evil have evolved enough to establish a natural story flow. It's more like I'm either with one club or the other. I think that's why most people would natural choose the "good" choices.

I'm glad that morality hasn't reached stupid Star Wars Episode Three levels of simplicity, though. I think video games need a more natural adjustment to the definition of evil in the storyline. As far as I have known, Star Ocean 3 was the only game that allowed people to sympathize with a formerly evil character. The story actually has a clever section where the protagonist can actually decide whether or not Albel Nox is as evil as he seems. This deterrmines whether or not he rejoins the party in a later section of the game.

Star Ocean 3 was a nice start in figuring out the fine line between good and evil. Games have a long way to go to actually evolve this perception, though.

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January 02, 2012

This whole conversation reminds me of Dungeons and Dragons. Wizards of the Coast dedicated two whole books to the discussion of morality in an extremely mature way -- The Book of Exalted Deeds and the Book of Vile Darkness. If you've never had the chance to peek into them, they go over the many ways in which the game can be made more mature and explore deep moral questions such as is it okay for heroes to torture enemies for information, shouldn't a paladin technically accept every surrender and seek to never kill, and how can the players develop emotional connections to the decisions they make via consequences.

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January 02, 2012
Yeah, sympathy for a formerly evil character is sorely missing in games, though games like fable 3 play with this idea . The evil prince was over taxing the people to buy protection for his kingdom. When you overthrow him you re put in his shoes and asked to make the same choices. Evil seems necessary to create interesting conflict but villains with horns and black capes with no motivation for their crimes except "because they re evil" should no longer cut it.
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January 02, 2012
@mike, those sound like an interesting read, I've never played D &D though, are they resources for dungeon masters?
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January 02, 2012

Like most of the DnD rulebooks, they offer advice to both players and DMs. So, for example, there's information on how to make truly devious moral traps for DMs and tactic tips for players that want to be nonviolent/how to deal with things like surrenders.

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January 03, 2012

That's fascinating to me, i didn't know you could play Dungeons and dragons without violence. I'm guessing it would also make the game a lot harder? And can some fights end with the enemy surrendering? Is there a danger is letting an enemy live?

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December 28, 2011

I feel like the infamous games did a good job of balancing power for both good and bad playthroughs, even though its black and white morality was a little silly sometimes

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