| 

Why In-Game Morality Doesn’t Work

After recently completing Fallout 3 (or what apparently passed for a conclusion) I’ve been thinking about the growing popularity of adding a system of supposedly moral choices to games. We’ve seen it a few times over the past year or so with not only Fallout 3, but in games such as Bioshock and GTAIV which provide opportunities to make decisions based on the player’s own moral compass. I’d like to take the chance to explain why this rarely works in the way the designer seemingly intended, using the above three games as examples.

In order to add a moral system to a game, a designer has two basic questions to ask of themselves: should the player be made aware of the consequences of their actions, and to what degree should their moral decisions affect the game’s mechanics? Before answering these questions we need to think about what it means to make a moral choice, and the differences between moral systems based on guilt and regret versus legal systems based on punishment. In order for a choice to have any true morality attached to it, the person making that choice must take into consideration their own values and beliefs, applying them regardless of the situation. A good example would be internet piracy; the decision to pirate or not is almost entirely based on the moral values of the individual in question.

Moral choices inserted into video games rarely follow this formula. Fallout 3 was a prime example: killing an innocent person or giving clean water to the sick was never a moral decision. The player is aware of direct gameplay effects that result from their decision such as access to certain quests or the support of a particular NPC. By devaluing the player’s choice in this way they are no longer making decisions based on their morality, they are making a clear choice between two in-game paths. The much vaunted ‘moral’ system becomes no more a matter of morality than the decision to go left or right in Gears of War.

Bioshock was another game guilty of adding a misleading set of decisions which were branded as moral in nature. For those who aren’t aware, players are presented with young female NPCs called Little Sisters. The Little Sisters hold a precious resource that can only be accessed by capturing them at which point a choice is made whether or not to kill or save the girls. Killing results in a higher initial boost to your resources where saving provides only half the reward. Clearly a moral decision right? Wrong. The game very quickly makes it clear that by saving the girls you will curry favour with another NPC who will routinely leave you a greater number of resources than would be gained through killing. This fails even to offer the choice that Fallout 3 provides, distorting the in-game morality to the point where there is no choice – just an answer to an in-game question.

This brings us to the last game I mentioned: GTAIV. Ignoring its flaws and focusing on its use of morality, GTAIV is probably the most accurate depiction of moral variability. GTAIV  offers the player a choice to kill one of two characters at several different points. The player is not made explicitly aware of what rewards might await them depending on their decision, unlike the previous games. Thanks to a fantastic script and voice acting, it manages to portray the characters whose lives are in your hands with enough depth for you to feel that you know a lot about them as people. Further, what few in-game rewards you do get still have to be worked for and are not merely dropped into the player’s lap. By keeping the player in the dark about the consequences of their actions, the purity of their moral choices are maintained. I found that I made decisions based simply on who I thought was the most decent human being and resulting in a much more engaging experience.

In short, the more you tie in-game rewards to a player’s actions, the more you cheapen the moral status of those actions. It’s the contradiction at the heart of trying to give a player a greater connection to the games they play by inserting moral choices. If designers take the time to write decent dialogue and develop the characters that players interact with before determining the fate of those characters based on the player’s morality, we could see more profound experiences in games. Sadly all we’re offered at the moment are a series of crude equations.


Comments


BFeld Says:

I would disagree about Fallout’s moral choices not carrying any weight. Some actions yielded karma effects that were unforeseen (by me at least).

The examples you cite are the most basic moral choices in the game, and yes, giving water to a bum is a weak moral choice with obvious effects. More complex moral choices were less apparent, such as using dialogue, instead of laser rifles, to solve problems. Convincing a child to run away from his mother, had no effect on what quests I received, but it still made me feel like a prick. Likewise with sending people into slavery. In addition, while the effects on the game were a sometimes obvious, the detail of the world helps elevate the situation and have them carry more emotional resonance.

Danshir Says:

I’ve always enjoyed the moral choices of Mass Effect. While the majority of them had no true impact in the game with a few exceptions, I loved how you could encourage/discourage certain things from your party members by conversation. Especially with Ashely, as shes very racist at the beginning. you can either encourage it , or eventually make her have a change of heart.

Mark "junglistgamer" Says:

BFeld: I’ll admit that a certain amount of what i described is based on my own personality, i often find it very hard to get truly absorbed in game worlds and Fallout 3 was no exception. I think what impressed me most about GTA4 was that it genuinely took me away from the “i’m just playing a game” mentality and that very rarely happens which i attributed to those moments of choice. I’d still also say that the more you tie morality to a kind of score the more you remind the player that they are in a game and kill the atmosphere. It’s like watching a horror film where you can see the cameraman and suddenly it’s not scary any more.

Matt Says:

I agree with this article quite a bit. There’s no real sense of “this is wrong” unless you connect with the world. GTA had very well written characters, and, for the most part, Fallout 3 didn’t. If you don’t empathize with these characters at all, there is no reason to care if they live or die beyond the in game rewards. This was a good article, thanks for writing it. It’s the content like this that keeps me coming back to Negative Gamer. It reminds me of some of the better columns in the Escapist, minus the horrible wallpaper of ads.


Leave a comment

You are not currently logged in. Comments by registered users are highlighted and are much more likely to be read. You can either login here, or register for Nukezilla here. It's also worth noting that if you're not registered and your comment contains a link, it will be marked as spam and may take a while to be manually approved.

 

For help with formatting and posting images click here. To edit your avatar click here (we use Globally Recognized Avatars so your avatar works on a bunch of different sites automatically).

because the games we love could be better