Separator

The man with no name: Neutrality in gaming morality systems

167586_10100384558299005_12462218_61862628_780210_n
Tuesday, January 18, 2011
EDITOR'S NOTEfrom Jay Henningsen

I have to agree with Matthew. Developers need to make it more fun to tread down the moral middle road. Good and evil are both getting boring.

Ask me who my favorite fictional characters are and you might be surprised at who’s at the top of the list. It’s not Luke Skywalker, Indiana Jones, or Darth Vader -- though they’re up there. Heroes and villains are easy to figure out. Saving the world or destroying it could both potentially be a lot of fun to watch. No, the characters I find more interesting are the mysterious, ambiguous ones: Boba Fett, Clint Eastwood’s The Man with No Name and pre-Return of the Jedi Han Solo. Unpredictability (Chaotic Neutral for you Dungeons and Dragons types) is where it’s at.

WWBFD: What Would Boba Fett Do?

Watching them analyze a situation and trying to predict their actions provide far more rewards than the thinly drawn heroes and villains we’re used to. When I play a game that lets me create my own character, these are the people I try to emulate. When Han Solo walks into a room, you don’t know if he’s going to shoot someone, save them, or come up with some other unthinkable solution to the problem at hand. The problem is that games rarely, if ever, make it easy or even possible for players to create these types of characters.

 

What I want out of an RPG character.

Morality systems always seem to get a lot of coverage in the gaming press. The first game that I played that had a morality system was Bioware’s Star Wars: Knights of the Old Republic. You could kill people, or you could save them. In that respect it wasn’t very complex. However, if you went too far down the evil side, you might end up having to kill some of your companions. Your visage might also become scarred and decrepit -- a reflection of your evil deeds. Unfortunately, the game didn't offer any morally ambiguous solutions to the problems posed by the game.

Another of my favorite RPG series, The Elder Scrolls, purports to let you be and do whatever you want. Many of us know that claims like these are almost never what they seem. Play the part of the hero and you’ll end up gathering herbs in a troll-infested forest for an hour. Sure, you could be a villain and kill whatever old hag is holding your spell tome hostage, but let’s see how close to the city gates you can get before the guards are on you. Can’t I threaten the woman with a sword until she relents and gives up the goods?

Want more speech options to persuade the bad guys to kill themselves?

Fast forward to about half a decade after these games and the story hasn’t changed much. While I would personally vouch for the fact that Bioware’s Mass Effect revolutionized RPG dialogue systems, I still found it lacking in moral ambiguity. A typical quest dialogue tree might read as follows:

NPC: Yes, I know the Turian you speak of. Would you like to know his location?

Player [Paragon Response]: I’d gladly pay you 10,000 credits for that information, good sir!

Player [Neutral Response]: Yes.

Player [Renegade Response]: [Gouge his eye out with your pistol]

There's not much ambiguity here. Can’t I do any background checking into this guy? Perhaps I might find some compromising photos of him on the Galactic HoloNet that I can blackmail him with. Or maybe instead of removing vital organs, I can just rough him up a little bit or intimidate him with my beard. Alas, it is not to be.

Bethesda’s Fallout reincarnations actually go so far as to acknowledge the player for staying coolly neutral throughout the game’s many violent occurrences. Maintaining a neutral alignment throughout the game will actually net you your own unique perks and buffs. There’s still a glaring flaw with this system, however. You don’t necessarily get neutral alignment by thinking of creative, morally ambiguous solutions to problems.

Still not quite there yet...

Instead, I’m sure most of us achieved neutrality by simply balancing out our good and evil deeds. Did you find yourself forced to pay off that old junkyard woman for her dog’s brain? Didn’t you realize you could just kill her and all her dogs and take what you wanted? Oops. I guess if you want to remain neutral you’re going to have to randomly select a few innocent civilians to shoot before you can get your karma back down. In the real world, we wouldn’t call this kind of person morally ambiguous --we’d call them homicidally bipolar.

There’s no need to pretend that video games cannot deal with complex morality systems in their narratives, so I’ll refrain from naming names. There’s also no conceivable reason why this same ambiguity can’t be implemented in actual player-dependent game play. Let’s face it: most morality decisions in games are rather token and superficial.

Not exactly a picture of subtlety.

Ostensibly, the only ways we can think of to express concepts of good and evil are saving the damsel in distress or setting off an atom bomb. And at this point, I’d take even a token gesture like “pull out your revolver to threaten this guy” to get me on my way towards becoming a more realistic gaming hardass. Until then, like my beard and dual revolvers that I carry around with me wherever I go in life, I guess some things will just have to be left up to my imagination.

 
Problem? Report this post
BITMOB'S SPONSOR
Adsense-placeholder
Comments (7)
Default_picture
January 16, 2011

Really good read, also digging the fact that you specified pre-ROTJ Solo. Nice touch.

167586_10100384558299005_12462218_61862628_780210_n
January 17, 2011

After he gets unfrozen he's pretty much conventional hero. A princess' love will do that to you.

Default_picture
January 17, 2011

Middle ground is probably hard to right for in a game. I mean being the bad guy usually means being an asshole. While being a good guy usually means being Jesus. Programing middle ground would mean a greater degree of shades of gray. Meaning your character would either have the personality of a plastic bag floating in the wind without much direction. Or a decent guy who leans to the good side or the bad side.

Its such a tricky concept since what would be a true neutral character? Can being true neutral be fun? And how can you messure neutrality?  Would the character be a normal guy who sometimes kicks the homeless for no reason but then gives them a few coins?

While I'd love to see the gray area between good guy bad guy fleshed out, the concept just seems like the easy way would be making a typical town NPC out of the character. One with no motivation to act on anything.

Sort of like Mafia 2 if you played it. There's a point in the game when you are tasked to move boxes in a slow fashion until you get tired, and move on. While playing that part I couldn't help but think "What if my Vito doesn't want to join the mob? What if he just wants to move boxes for a living? Can't I get a 'joke' ending for this?"

Jayhenningsen
January 18, 2011

I haven't played it yet, but I think Alpha Protocol gave more dialog choices that revolved around attitudes like friendly, threatening, etc, instead of the generic good and evil options.

230340423
January 18, 2011

I love me some Chaotic Good/Neutral. :) Also, Han Solo bounced back and forth between the smuggling scoundrel and the honorable officer before A New Hope began. (Expanded Universe. Yeah, I said it.)

167586_10100384558299005_12462218_61862628_780210_n
January 19, 2011

Layton, don't get me started on the EU. Whenever someone mentions the EU my Rebel Alliance/Jedi Order tattoos start to itch and I have to go reread my 120+ SW novels.

Itsame_
January 19, 2011
Great read! I usually take the path of evil, because societal norms dictate I do the right thing. Maybe next time I will look into rolling a chaotic neutral character in my next RPG.

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