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Pezen

Playstation 4 incoming!

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The Grey Layers Of Morality And Choice

Fighting evil with evil, not a paragon in sight.
Fighting evil with evil, not a paragon in sight.

The concept of good vs evil is old and I would argue a dated way to view the world. Yet even so it's the most common source of subjective morality. Whatever we agree with is generally considered morally good. While things we disagree with are morally bad (evil). Most people don't accept the concept of a "subjective world", yet ironically that is all we can be. Which is why so many people will argue from a false sense of objectivity when all they're really doing is trying to convince other people of their subjectivity.

But this endless struggle of outlooks is what shapes the world around us and the ideas that gain traction in the zeitgeist and become forces of change. And this is also why there are no true forces of good and evil, because they're all just different views on reality. One man's hero is another man's tyrant. But this is all old news and everyone knows this on some level, but so many things in life hold more meaning to us than arbitrary philosophical hypothesis that makes life more complicated because we would all be too busy navel gazing than to look out for the lamp post ahead of us. And someone have to do the laundry.

But, let's spend a moment looking deep into our navels and apply that to video games.

With the release of inFamous: Second Son, I've read a lot about the so called "Morality System" of that game. Are you going to be good or are you going to be bad? A lot of games as of late put a lot of effort into making you a subject of this exercise. Some games will force you to apply some form of value judgement between yourself, your close ones and the rest of the world. Other games simply asks a binary question. But when all is said and done, how diverse are really these experiences?

Saren, a fine example of a complicated villain. A fallen hero, in a way.
Saren, a fine example of a complicated villain. A fallen hero, in a way.

When I first started playing Mass Effect several years ago, the concept of being a Paragon of hope in the universe seemed like a nice choice. When you're about to embark on a mission to save humanity and other forms of life in the galaxy, why would you do that while at the same time be a dick about it? I didn't play my Shepard a clean Paragon though, because he had been through some shit. So while he was a pretty easy going guy, he was still a no bullshit kind of guy.

Though the more that I played though that franchise, the more I realized that sticking pure Paragon was rewarded. Likewise, if I had been going pure Renegade I would have been rewarded. But life isn't that binary. So the whole illusion of shaping the game fell apart. I still will forever love that franchise for the overall handcraft of those games, it's story and the well realized characters. But as a means to explore morality, it's too binary and too pointless. Because the overall ramifications of the morality choices were too small. I mean, you never turned into Saren.

But if we create larger ramifications, will morality choices be more interesting?

Zombies, making humans seem like horrible people since before they could kill us.
Zombies, making humans seem like horrible people since before they could kill us.

One day I hear about a new franchise in the works based on a comic book called The Walking Dead, an adventure game in episodic format where choices matters and where the notion of choices with impact was a huge deal. I was excited, maybe someone has finally figured it out. I consumed every episode of the first season completely enthralled with the impacts of choice, the brutality at which the creators would drag the heroes through this journey. And no where in sight could you find a truly good choice, because everyone was doomed one way or the other.

As the season came to a close, I was super pleased with the time I had invested in the game. The ramifications of choices you made had killed people, and things were messed up. But the story felt ever so guided. Which is where a seed was planted for me. A seed that has been bothering me since.

Morality in games often amounts to nothing more than a hero being good or kind of a dick.

The other 3 sides says; You Tell Me, Fuck You and I Don't Know.
The other 3 sides says; You Tell Me, Fuck You and I Don't Know.

Let's face it, calling it morality choices is a fair bit of false advertising. Games like to claim that's what you're doing, but what you're really just doing is giving some little form of personality flair to your character. At the end of the day no matter if you're nice or being an asshole, you're still saving the galaxy. And if you're not saving the galaxy, your situation is usually so narrow in scope, that the bleak gray choices you have doesn't amount to much either because the narrator held all the cards and already decided your fate.

The problem I see with choice and morality in games comes down to the simple fact that no game I can recall actually give you the power to alter the outcome of your choices so dramatically that you actually end up being a horrible piece of shit at the end. In most situations, you'll end up a questionable hero at least. And maybe that's what troubles me, are we as collective humans so afraid of the other side that we need the overall goal of the game to be a good cause. A safe barrier to keep us from joining the emperor. Or maybe we just like to hide behind it. To justify the means of the mechanics.

Maybe this whole issue is just semantics, and we're all just making the issue bigger by our use of words like "morality". Because morality implies something more than just the choice of reducing collateral damage. But I sincerely hope that with the binary choice games and the diamond shaped choices in games as of late, we're getting to a point where somewhere in the future there will be more games that embraces a possible villain within our character. A game that let you truly become what you create by the choices you make and there is no predetermined end state, just an end point.

8 Comments

8 Comments

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musubi

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@pezen: Great write up. I agree. Im of the opinion that good and evil as you presented are in fact entirely subjective. The only thing that truly exists is chaos and order. I do think that games should play with this concept way more often. While I didn't enjoy the combat or story as much I do appreciate the way The Witcher handles these things. Even in the switcher though the points where these choices are made are way to obvious. I want games to get to a point where story changing choices aren't presented with all the fanfare that they usually are. I want games where you make choices and effect the story without ever stopping and fretting over a decision and instead just impulsively making one and actually getting to the point where true role playing is able to take place.

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Zeik

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Edited By Zeik

I think the real issue is that having meaningful game changing moral choices is incredibly, ridiculously, absurdly difficult to pull off. A game like Mass Effect could have left more room for grey areas, but there was never any chance your choices would lead you away from being the savior of the galaxy, because that would basically require the equivalent of two different games to be made to accommodate it. The only games that seem close to pulling that kind of thing off are the ones that are dramatically smaller in scope.

I think we're still a long ways off from that being realistically possible in large scale games. I think we need to reach the point with tech and AI where that stuff does not need to be manually created before choice is more than an illusion.

Although I will point out that you can become a pretty serious piece of shit by the end of a Fallout game. To the point that I cannot bring myself to go all-out evil in those games.

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Zevvion

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@zeik said:

I think the real issue is that having meaningful game changing moral choices is incredibly, ridiculously, absurdly difficult to pull off. A game like Mass Effect could have left more room for grey areas, but there was never any chance your choices would lead you away from being the savior of the galaxy, because that would basically require the equivalent of two different games to be made to accommodate it. The only games that seem close to pulling that kind of thing off are the ones that are dramatically smaller in scope.

I think we're still a long ways off from that being realistically possible in large scale games. I think we need to reach the point with tech and AI where that stuff does not need to be manually created before choice is more than an illusion.

This.

Anyone who expects choice to impact the game in huge ways is just fooling themselves. The Witcher probably has the biggest consequences, and even then, it's not that different. Some cutscenes change, some voice over changes, the enemies you fight change... etc. The world never truly changes. And like you pointed out, it would be insane to pull something like that off.

For now, I'm fine with it though. I really enjoyed every game in the Mass Effect series.

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Humanity

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It's somewhat difficult to come up with even grey-area moral choices that don't feel like there are artificial hooks built into each decision simply to make it more interesting, as opposed to realistic. But then what do you do? Because if your entire game is full of terrible choices then you're pummeling the player to the point where it's no longer novel and simply a bummer.

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fisk0

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Edited By fisk0  Moderator

I really recommend checking out Ultima IV: Quest for the Avatar, which happens to be free on GOG (store page link), and is all about a very complex morality system where you aren't just going through binary choices.

It's certainly aged poorly in the visual department, but it's incredibly ambitious both for the time - and considering nobody has done it justice since - the entire medium. You aren't out there trying to stop the big evil guy trying to end the world, you're pretty much the game world's Jesus/messiah figure, and your choices are about setting examples and inspiring your followers, pretty much trying to rebuild the world after the big bad guy was vanquished in the previous game.

The Retronauts podcast did a short episode about the game last year too: http://www.retronauts.com/?p=329

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fisk0

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fisk0  Moderator

I really recommend checking out Ultima IV: Quest for the Avatar, which happens to be free on GOG (store page link), and is all about a very complex morality system where you aren't just going through binary choices.

It's certainly aged poorly in the visual department, but it's incredibly ambitious both for the time - and considering nobody has done it justice since - the entire medium. You aren't out there trying to stop the big evil guy trying to end the world, you're pretty much the game world's Jesus figure, and your choices are about setting examples and inspiring your followers, pretty much trying to rebuild the world after the big bad guy was vanquished in the previous game.

The Retronauts podcast did a short episode about the game last year too: http://www.retronauts.com/?p=329

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veektarius

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I think that the morality choices in games are right about where they need to be, at least in the RPG space. Action games are still figuring out how to do the right balance. You're right to point out that Mass Effect hamstrung its own morality system by tying it to gameplay mechanics (in the form of persuade options). On an individual case by case basis, however, the decisions did seem to occupy their own space. The people affected by your choices saw you as a paragon or a renegade, but there was no large scale value judgment placed upon you. The Witcher never even tries to tell you what the 'good' decision is. And just recently, the Banner Saga was a great example of a game where the "good" decision wasn't always the "best" decision. The Telltale games (Walking Dead & Wolf Among Us) are also like this. So I feel good about where morality systems are at in games.

I don't really share your concerns about directed narratives. If we start asking for divergent narratives in our games you have to expect you'll get the same result as when we started asking for divergent gameplay types (the addition of multiplayer and other alternate modes), which is a dilution of the quality of the original product. In conditions of limited resources, this is going to be a perpetual tradeoff - quality for freedom of narrative - that I generally don't want or feel the need to make.

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Pezen

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@demoskinos: Thank you! Your point about games not making a big fanfare about choices made me realize something regarding just such a thing. Dishonored had a pretty interesting system that measured your actions in the background. You made choices throughout the game, and instead of calling them good or bad they went for whether or not you brought up your chaos level. While I played through that game being non-lethal and stealthy (as I tend to do in that type of game) it wasn't to avoid chaos, but because that was my style. But I realize that even so, having you finishing the game with a high chaos level is the game telling you what kind of a consequence your actions throughout the game had on the world. It was never in your face, it was just there. And every encounter was the game giving you a choice. Thinking about it, I really liked Dishonored.

@zeik: Some games have a pretty good built in lack of real morality in their games. Fallout is a good example of a world with overall questionable people and no one group ever feel like they're on the "good" or "bad" side from the game's point of view. It's more about different values and motivations. The game itself never put a moral value on those choices. And I think that's where some games could shine if a developer somehow could create a world where the world itself didn't tell you what morals it deemed default, but just gave you a list of options to go with and you, yourself, could pick what side feels like the most fitting. This made me think of Skyrim and the Stormcloaks. They are written to the point of being very xenophobic, but there are underlying reasons for everything. As I was going through the motions of that story, I fely like my Nord character fell on the side of the Stormcloaks. Not out of some real world issue, but within the world of Skyrim it felt fitting that my character would feel as though Skyrim was supposed to belong to the Nords. And the game never put it's own value judgement on that choice.

The thing some games need isn't so much a variety of choice and consequence, but a lack of the game world doing the value judgements for you.

@humanity: I think games could take a few different routes to keep choice in the game while at the same time not tire the player out on the concept by having constant waves of arbitrary choices to wade through. One of these would be basically a back end mathematical score system where what you do and how you choose to play the game decides what the game will present you with. Instead of giving you dialogue option after dialogue option with obvious hints of intent, it could track an overall style. Maybe assign a trait to specific actions or dialogue choices or themes. I am not sure how viable or how completely bonkers that would be to create. But I remember an old PC game from way back in the day called Blackout. The whole game was basically a really gritty point and click adventure game, but once the game ended you could end up as one of several different personalities (and apparently, reading up on it, people's reactions to you changes during the game depending on how you play). But never through playing the game was it ever obvious that the game tracked your behavior. At least not to my recollection.

@fisk0: Thank you for the tip, I'll check it (and the podcast) out. The Ultima games never really came up on my radar when I was younger. The only one I remember ever playing was Ultima IX: Ascension (and Ultima Online, but I digress). But free is certainly a good excuse as any!

@veektarius: I really need to play Banner Saga, it sounds really fascinating. I don't think divergent narratives are a fit for all games. But I think with games that go out of their way to argue you can go down a good or bad path, the narrative needs to diverge in order for either side to be more than simply a color scheme on your outfit. Because that, at the end of the day, just feels like it's already trading quality away for arbitrary morality. Or, perhaps, at such time I am taking the game's use of "morality" in it's mechanics on a far more serious note than the game even implies to do. I just find that a bit silly.

You're right about Mass Effect decisions often encompassing the time and place of the event itself most of the time.

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Thank you all for commenting by the way, always great reading other people's thoughts for some perspective.