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Why Morality Systems in Videogames Have Failed

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Monday, November 07, 2011

Author's Note: This article contains end-game spoilers for Fallout 3, and some minor end-game spoilers for Grand Theft Auto IV.  If you haven't yet finished these games, you've been warned!

 

If you’ve played an RPG in the past decade or so, then you’ve surely been exposed to that whole “morality” thing.  The driving force behind this is the claim to greater realism.  After all, by mimicking the moral dilemmas so many of us face in real life on a daily basis (whether or not to help someone at our own personal expense, whether to bang the sexy alien or develop a more meaningful relationship with the churchy human chick, whether to save the galaxy or conquer it, etc) we can connect more intimately with our games.

Unfortunately, videogames are still a long way off from their dream of greater realism through the addition of morality systems.  What many developers either haven’t realized yet or are trying to ignore is that tacking on a morality mechanic to a game is just that – a tacked on mechanic.  As a result, what is supposed to add a heightened level of immersion and realism ends up looking even more “video-gamey” due to in-game morality that betrays itself as being illusory, arbitrary, and artificial.

Morality is complicated.  Our moral canvasses are painted with all sorts of shades of gray, yet when transposed into videogames what we get is a very simplified black and white version of things.  In most games morality takes the form of the classic “good vs evil” dichotomy – paragon/renegade, light side/dark side, etc.  The fact is games just aren’t good at capturing the nuances of our moral dilemmas.  Oftentimes we can either choose to help someone for the “good” option, or choose not to help, or to personally gain from the situation for the “bad” option.

 

In a game like Fallout 3 this seems silly.  The Wasteland is a desolate place that dictates survival above all else.  The harsh, irradiated world of Fallout 3 does not even take our standard notions of morality into account.  It is not an immoral world, but an amoral one, and to choose to threaten your own survival in the name of aiding complete strangers is so contrary to that logic it breaks the realism of the game and is actually counter-immersive – we’re immediately reminded that we’re playing a game, and that we must choose either the “good” or the “bad” choice for our character.

Similarly, in the Knights of the Old Republic games, there is a clear line drawn between good and evil as represented by the light and dark sides of the Force.   BioWare decided to use dialogue options to represent different morality alignments; the “light side” options are polite responses that sound like recitations of Emily Post, and the “dark side” options effectively have your avatar sounding like the world’s biggest douchebag.  While BioWare should be commended for their attempt at a pervasive character morality system, the arbitrary decision to make all Jedi personality-less drones and all Sith assholes ends up seeming silly and cliche, and fails to capture the nuance of an in-depth system of morality.

 

The final missions of Fallout 3 see you destroying the Enclave’s base and killing their president (he’s a computer, don’t worry), and then going on to helping the Brotherhood of Steel claim an important piece of technology.  This last moment centers on an important moral choice – do you activate the technology yourself, leading to your death, or send your new Brotherhood buddy to do it for you, killing her in the process?

Unfortunately, through either the limits of the videogame medium or a shortfall in Bethesda’s writing team (and I’m inclined to go with the former on this one) the impact of this Grand Decision fell flat for me.  After all, I had no real choice.  I couldn’t, for example, round up a wasteland raider or captured Enclave prisoner and force them to turn on the machine.  Nor could I choose not to choose, and walk away leaving them to solve their own damn mess.  In fact – there are literally infinite numbers of things I could do, but the game restricts me to 2 – flipping the switch and dying, or drafting Lyons to do my dirty work and living.  In a game of supposedly limitless choice, the only real choices I had were the ones Bethesda wanted me to make; my own sense of morality I had established for my character was irrelevant, since in the end I was restricted to their stock “good” and “evil” choices anyways.

 

The more choice players are given in a game, the harder it is for the devleopers to tell any sort of cohesive story.  Ultimately, at the end of the game your character still needs to save the princess and defeat the great evil, regardless if he spent all his time up to that point helping old ladies cross the street, or mugging them.  Since developers can’t let players make any choices that would seriously derail the story they’re trying to tell, this means that moral decisions are often relegated to simply the dialogue options that you choose.

This points to a huge disconnect between the story being told by the developers and the story that I’m creating as a player, and here is where the notion of a morality system falls apart.  A game like Mass Effect is an action game, meaning that a large percentage of the gameplay is spent, for better or worse, killing things.  This mechanic is the core of the gameplay and obviously can’t change based on whether your Shepard is an angel or a demon.  With this in mind, it seems ludicrous to bestow “paragon” status to one character and “renegade” to another, even though they’re both, by even the most conservative of standards, mass murderers.    

 

This lends itself to an almost nihilistic interpretation – your actions will be the same, regardless of what dialogue options you chose.  Thus the developers’ attempt to insert moral poignancy into games has the opposite effect – once the realization dawns that the game remains largely unchanged, there ceases to be any personal moral impact at all, and your morality slider just becomes another kind of “score” to keep track of.  Instead of breaking free of the notion that you’re playing “just another video game”, this emphasizes it.

I’m not saying that including morality in videogames is impossible, and that we should go back to playing mindless killfests.  It’s these attempts to give games a moral compass that propels them further down the road to an Art form.  While I don’t think that in its current state moral options in games are capable of overcoming the narrative/gameplay divide, I don’t think this is a failure inherent to the medium.  One option is for developers to stop literally tracking our morality on a chart and simply naturalize these moral dilemmas into the core gameplay.  Games should be a tool for exploring our own morality, not merely a canvas for the developers to express theirs’.  Let us draw our own conclusions and be our own critics about our own moral decisions.  While I may not be a developer, I do know that what kept me up at night after executing Darko Brevic wasn’t any in-game consequence, it was a real-life pang of guilt.


Originally published on Pixels or Death.

 
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Comments (6)
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November 19, 2011

Some great points.  Morality choices are essentially reward-based in today's games.  If you want a specific item/ending/achievement, you pick the good path.  If you want the other item/ending/achivement, you pick the other.  It's silly to think of something so complicated as only having two choices.

Grand Theft Auto IV is a game you brought up and I agree with your feelings toward the end game choices you have to make in the game.  It was one of the few things I really had to sit and think about in a game.  The only problem with it was how the rest of the story was about Niko trying to get out of the crime life and yet every single mission has you killing and stealing.  Bit of a disconnect.

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November 19, 2011

I aree with you on GTA IV, and that dissonance is one of the biggest problems I have with that game.  I hope that future games figure out a way to make morality less binary; paradoxically, I think the way to do that is to eliminate "good" or "bad" morality rewards/tracking, and just leave the choices and consequences there for you to process.  Let virtue be its own reward, so to speak.

Pict0079-web
November 19, 2011

This reminds me of a silly section near the end of Battlefield 3, where the main character has to decide to wheher to shoot his commanding officer. Unfortunately, the player doesn't have a choice in the matter. He either shoots, or his commanding officer shoots at him. It's a nonsensical moral decision that doesn't even make sense in the context of the storyline.

This is a more blatant example of how the game forces people to either make "good" or "bad" decisions, without any room in the gray part of morality. Ultimately, the developers really shouldn't label actions in such black and white terms. It almost shows that they're not leaving any room for interpretation.

Games such as Record of Agarest War do a somewhat better job, by dividing the morality amongst three girls who the main character can marry at the end of a certain time period. However, this also divides the type of character into merely three parts. I'm sure that this helps the developers to determine the course of the gameplay. Someone needs to make thes decisions feel less like a machine and more like real life, though.

I'm not quite sure how a developer would do that, unless they try a morality game similar to FF6. In one section, the main character has to choose the best way to answer to the emperor at a diplomatic meeting. Sadly, this also leads to a black and white concept, where the emperor gives a bigger reward at the end if the main character chooses the "right" answers. Perhaps morality is just another silly way in which we try to gamify everything we experience.

Pict0079-web
November 19, 2011

By the way, you just nailed all the reasons why I hate Fallout 3. The moraily decisions are great, but it eventually feels less like a real experience and more like a self-conscious game. If anyone were to actually hit the moraily of life, they would somehow need to measure how each decision takes up the time that a person could have spent doing something else. Y'know, they should try to make it like Persona 4.

That's what I always say. Make every game like Persona 4.

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November 19, 2011

As a devout lover of Persona 4, I second that choice.  S. Links should be in every game!

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November 20, 2011

I think morality in games should have more gray areas.

Not the typical 'White Knight' or 'Skeletor'.  As for Fallout 3, you can just wait at the end, and have the building blow up with everyone inside. But really the only connection with a moral choice in that game for me was in the DLC The Pitt.

*Spoilers for the Pitt Fallout 3 DLC*

After helping the workers set up a revolution, and seeing the horrible conditions of The Pitt you find yourself ready to steal the 'cure' to the sickness plaguing The Pitt  from him.  But upon meeting him you find out he's not really that bad of a guy, and makes some good points on why he does what he does. Then you find out the 'cure' is his baby daughter.  It is then up to you to choose to screw over the revolution because of what he has told you, and you feel the baby is best left in the hands of him. Or help the revolution, and hand the baby over to the workers who might end up harming the child.

This was one of the few times in gaming where I had to step away for a bit, and think about my actions. Unfortunately, the DLC doesn't tell you what becomes of the Pitt based on your choices. So it's  all in the air really.

*end spoilers*

 

But as I've said, I think developers take the easy way out when it comes to moral choices in games. With the whole 'Good Guy' 'Asshole'  level of idea.  Which sort of brings me to New Vegas. In that game the main factions didn't really care if you ate people, or stole. Just as long as you didn't do it to them, and helped them out.  The endings even tell you what the chosen faction thought about your actions with them. Either by being fearful of what you could do, or proud that you where a decent fellow.  

But my whole disconnect with Fallout 3, and its endings is another story for another day.

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