30
Jan

fable2morality
Does being good or evil even matter in video games?

I’ve created a new section for Leveling Down called Discussion. In this section we will be posting gaming related discussion that either cmfl3x or I may have from time to time with members of the gaming community or even just between ourselves. In some ways, this isn’t really different from one of us posting an article and the other one commenting on it but we’ve structured it in such a way that we expect the other to sort of reply – at least to have somewhat of a conversation. These posts may be nothing more than idle chit-chat, but I guess this is what aging hardcore gamers chit-chat about. Feel free to jump into the discussion with your comments as well.

This first discussion topic was suggested to me by cmfl3x, as he asked me how I felt about how morality was currently handled in video games.

cmfl3x: One thing I’ve been thinking about is how different games handle “morality” issues – the strengths and weaknesses, where we hope games can go, etc. Like, what differentiates the morality choices in different games like Fable, Fallout, Mass Effect, or even Bioshock? How does the way the game handle choice enhance the experience or cheapen it? I dunno, something like that. Haha, do you have any idea what I am saying?

espion4ge: It’s funny to think about games with morality, because for me, it’s a no-brainer to always go the good route. I think that’s inherently my nature since maybe I read too many comic books as a kid and believe in good always prevailing, justice, and all that. I actually have trouble playing games like GTA just because I don’t really get much enjoyment running over pedestrians and such.

But when it comes to the games you mentioned, I feel that they are really at in their infancy or aren’t handled completely well yet. What I don’t like is how in games like BioShock and Fable 2, you pretty much are more rewarded if you go the “good path”. it’s almost like there’s no reason to go the bad path and the game conditions you so with all of the positive feedback you get back. Why kill a Little Sister when you can save her and get basically the same reward? It would have made more sense if you decided to save the Little Sister and not gotten anything out of it – then it really comes down to you deciding morally that you want to do it purely out of conscience than because the reward is greater. Fable 2 is practically the same way – if you do bad things people will react differently towards you, you’ll grow horns, have flies flying around you, etc. I’m sure there is a certain type of gamer that likes that, but why do you have to be ugly and generally disliked just because you’re playing an evil path? You can still be cool.

Mass Effect and Fallout 3 do a little bit more of a decent job on handling morality, in that the games have a more neutral stance on the matter instead of “wanting you” to play good. But honestly, perhaps Mass Effect was too symmetrical because you were often given the option to either threaten or persuade someone, and they basically led to the same result. The Karma system wasn’t too bad in Fallout 3 – I liked that you could pick up followers depending on what type of moral standing you had but it was all still just number crunching anyway if you wanted to change morality. Want to be good when you’ve been bad the whole game? Just give bottled water to the beggar until you’re good. Want to be bad when you’ve been good the whole game? Just kill citizens over and over.

I don’t think we’re quite there yet in terms of gaming, but hopefully gameplay elements become more interesting because of it. The problem is, it’s difficult to set it up well in a game. I don’t like how some games have achievements for playing the game good and then evil, only to discover that they’re practically the same.

cmfl3x: In a gameplay sense, I agree that it’s annoying that you are rewarded for being good, because in that kind of system all choices are not created equal. At the same time, I don’t think I particularly want to see games rewarding people too much for being bad. Maybe I’m old fashioned but I don’t think that’s a message we should be imparting on our youth, especially in a more realistic setting. That’s probably why games like Fable make you fat and ugly when you’re bad, to turn you off from that. What you propose though, getting no reward for being good, could work.

Fallout 3 is definitely one of my favorite moral choice type games, even though like you said you can “change your karma” more or less whenever you want. What Fallout 3 does is it puts you in a world full of characters who already are morally predisposed one way or another and allows you to choose the role you play in that world, as you alluded to in your review.

The Capitol Wasteland is a messed up place, and its residents are all over the place morally. Some are trying to rebuild a functioning society, others are just trying to get everything they can for themselves. Your choices in each quest affects the communities that have been formed, for good or for ill or sometimes both. You have a real sense that your actions matter, even if its only on a small scale. A few times I found myself just staring at my screen trying to decide what to do, because like reality, sometimes it is not clear what is “right” or “wrong” in Fallout. Sure you can reload a save, but that takes away from some of the immersion factor.

I would love to see a game that builds on these types of choices by not only affecting NPCs but the game world itself. Imagine a city as well developed as Liberty City where you aren’t constrained to playing as a gangster. GTAIV’s moral choices boiled down to shoot or don’t shoot someone or choose who out of two people you want to shoot. The choices are okay in and of themselves, but imagine if the world changed depending on your choices. In Fable, your look changes depending on your choices. How cool would it be if the game world looks, sounds, and feels different depending on your choices?

Obviously, it’d be tough to pull a game like this off, especially if some of the changes to the game world are more unexpected (e.g., kill a gangster, but instead of the city getting better, another gangster who is much worse takes their place). But I think it would give a real feeling of importance to the gamer about their choices.

It would have been cool if Bioshock 2, a prequel, was designed like that. Rapture is going to a dark place as we all know, but as a character in Rapture, am I going to work to slow down the process or speed it up? I’d buy a game like that in a heartbeat.

espion4ge: Actually you are right about Fallout 3 – maybe it’s the best game out now that explores moral choice. When I think back to it, while I do think the Karma system was a little silly, even if you were to strip that moral indicator completely out of the game you could have still played it as a very evil character since there were plenty of things you could do. And in a certain context of the game, Fallout 3′s setting really allows you to do that since sometimes you have to do what is considered “evil” simply to just survive.

Thinking back – yeah Fallout 3 had a lot of things you could do if you so inclined – killing anyone you wanted, stealing practically anything, enslaving people, lying to them, etc. I guess since I rarely went down the evil path, I never really saw the other side of that game nor was I curious to try it out. And if you were to really think about it, what gives you the right in the game to even take another man’s life? Just because he enslaves other humans, is that really your call?

I do agree with you though that maybe games do have sort of a moral responsibility to teach kids to be good. While you and me are adults already and can play Grand Theft Auto games without influencing our real lives, kids may not know better. In fact, with each of us probably having our own kids eventually in the future, I would probably prefer that they got any sort of conditioning from media outlets to be a good person. Seeing how big the game industry has me thinking that there should be some responsibility to bringing up kids to be good people too, if possible. It worked with comics didn’t it? Kids like Spider-Man, Batman, Superman, etc. and thus are more excited to do the right thing.

Perhaps exploring the concept of moral choice in video games might not be a good idea if children of the future may become influenced in a bad way. Or maybe they could learn from seeing the consequences of their actions in videogames? Ugh – analyzing the role of morality in videogames is tougher than I thought. You could probably write a college research paper on this subject and it still probably wouldn’t be completely unrefutable.

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8 Responses to “Discussion: Exploring Morality in Games”

  • avatar

    Hi, I read this article and just wanted say this

    There are many older games, like the end of 90′ies where concepts of morality are more explored then in modern games.
    For example Baldur’s Gate, and classic in this terms Planescape: Torment, or even Fallout 1 and 2, who’s sequel you mentioned.
    Baldur’s Gate and Planescape are based on Dungeons and Dragons PnP RPG. which has this system of alignment, which is characters morality combined with his nature and perception of the world. The systems basically scale combination of Good vs Evil and Chaotic vs lawful.

    Games like Planescape really tried to give you satisfying experience and realistic consequences depending on your choices during the game, and in this terms this old games are much more advanced then new games like fable, fallout 3. to be honest fable looks laughable next to Planescape, in terms of moral choices and how deeply developers have touched this subject.

    But in my opinion the best example of morality handling was done in Star Wars: Knights of the old Republic 1.
    where when playing evil character you became manipulative cunning badass with lots of rewards and whole gaming experience was filled with great dark humor.
    And when you played “good” character experience and consequences were different. You had to let go of many rewards, and make many sacrifices. You were constantly faced with tough moral dilemmas and in the end you the rewards were more spiritual in nature.

    And alignment system also effected the gameplay, when playing with evil character you had more destructive skills, and good one had lots of healing and defensive force powers.

    as for moral responsibility to teach kids, that’s altogether different subject and I would take hundreds of pages to discuss, so I won’t touch it.

    anyway it was nice reading your views, and kind of made me want to participate.
    cheers
    -hellwalker

  • Jason
    avatar

    LOL this reminds me of a game I played 20 years ago. At the very end of Dragon Warrior I, the end boss asked if I wanted to join him and rule the world. I picked yes, and I died.

  • cmfl3x
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    Man, I totally forgot about that at the end of Dragon Warrior! Nice callback.

    Hellwalker, I never finished KOTOR but I remember the system being pretty good. I personally felt Mass Effect did an excellent job in making your character different depending on whether you played as good or bad, and I liked how Mass Effect let you choose paragon options while you were a renegade and vice versa, because I think it’s a bit more realistic. We’re all just shades of grey.

  • avatar

    espion4ge
    “but when I tried out KotoR on the Xbox, I felt like it was such a watered down console RPG game that I just couldn’t get into it. Nowadays I guess I’ve grown used to it since nothing like Baldur’s Gate or Planescape: Torment has been released in years,”

    Too true ! sometimes it feels RPG-s are advancing backwards after BG: Soa triumph.

    cmfl3x
    Yes those two games look similar in gameplay and design. But one thing In which Kotor I stands out in this regard I think is that Bioware took “whatever path you choose you enjoy playing game with it” kind of approach. Evil path was all dark humor, fun and manipulative creative actions. The sequel Kotor II showed us more kind of “chaotic evil” actions, like I destroyed space station and I dont care buhahahaa. and that was rather lame ;)
    I just hope they will implement neutrality as a meaningfully playable side as well.

    Jason
    haha I would like to see some of those old game with moral choices. Like playing Dark Mario or going over to the alien thing in contra :D

    BTW have you heard about new MMO Bioware is making? Kotor: Online.
    They are trying to add story and moral choices with consequences to the massive multiplayer online game. Can you imagine on what level this takes morality in games? When you have to live with your characters choices for as long as you’ll be playing mmo [and that is months or years for some ppl] and not just to the end the story campaign?

    Wow and if they add moral decisions towards other players, that gives room to some mad ideas and situations.

    BTW with all this kotor talk I want to state that I am NOT a Star Wars fan :D if fact I never liked SW movies :P I only gave kotor a try because it was from bioware :D

    -hellwalker

  • avatar

    yeah, but the fan part is kotor: online might not punish you for playing a bad guy, in fact you will most likely be encouraged to be. I mean they have whole sith thing as a playable side.

    I don’t know about you, but I love to roleplay different characters with different personalities, I play as both noble paladins and cunning manipulative bastards or chaotic neutral mages. in fact almost anything but druids and rangers, imo they are terribly done in every RPG out there.

    So playing Sith will probably get you with bad terms with some people, but you might gain powerful allies as well.

  • cmfl3x
    avatar

    There was a cool interview at giantbomb.com with the BioWare guys. They talked both about KOTORMMORPG and Dragon Age: Origins. It’s about half an hour, I’d highly recommend it if you guys are interested in these upcoming products. A little bit on Mass Effect 2 as well. Can’t give the actual link right now because I’m at work but it shouldn’t be too hard to find.

    Hellwalker, I thought Fallout 3 began to explore neutrality as a playable side, so maybe that can be further developed by others in the future.

  • espion4ge
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    hi hellwalker, thanks for your reply! cmfl3x and i actually started these discussion topics hoping that readers would want to share their opinions too. To hear that you wanted to participate brings a tear to my eye…

    I wish I gave KotoR a fair shake though – I loved the Baldur’s Gate games and Planescape: Torment on the PC, but when I tried out KotoR on the Xbox, I felt like it was such a watered down console RPG game that I just couldn’t get into it. Nowadays I guess I’ve grown used to it since nothing like Baldur’s Gate or Planescape: Torment has been released in years, but I’m eagerly looking forward to Dragon Age: Origins…maybe then we’ll get back to seeing better implementations of morality in games.

  • espion4ge
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    yeah I saw Kotor: Online. I haven’t looked too much into it since it still seems in its infancy and I probably burnt out on MMORPGs already. It is interesting that Kotor: Online may implement a true multiplayer based morality system, but I can’t imagine how deep it can go in influencing the actual structure of the gameplay. But, I guess I’ll just wait and see.

    However, I feel like morality does already have a role in more social based MMORPGs. While it’s not factual that someone may be “chaotic good” or whatnot, and have particular quests assigned to him, but every player in an online game already has a persona and thus you do have to live with your choices. Screw someone over and you will be badmouthed and avoided. Do good things and word will get out and you will probably find yourself joining a powerful guild.

    I played Star Wars Galaxies when it first launched (and for the record, yes I am a fan of the original Star Wars trilogy), and a lot of the game was about socializing, crafting, and simply living. It wasn’t just a grindfest like it is in WoW, because you could play the game and not fight at all. Thus, how you were perceived by the rest of the players on your server was huge. If you did negative things you would obviously become more notorious, and other players would keep away from you or do things that would obviously affect you in a bad way. Maybe Kotor: Online will indeed take this a step further…

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