
Philosophers and Theologians have been debating the mechanics of moral choice for millennia.
Debates have ranged from the popular “nature or nurture” to total freedom of the will, to some modification that sits between these extremes. Video games have only recently begun to consider the nature of moral choice as an integral piece of a game’s mechanics. Developers have started to craft experiences that will allow the player’s moral and ethical choices to affect the context of their gaming experience. This enlargement of player empowerment is in some ways a logical next step from the existing paradigm of physical empowerment in game environments.
There are few developers, however, that have made the transition from merely allowing the player to affect the physical world to enabling him or her to influence the people and events in that world with more than a gun, sword, or spell-book. Of these, Bioware’s Mass Effect games are perhaps the purest example of how these kind of systems have been implemented thoughtfully and effectively. There are real consequences that the player has to live with, and they carry over throughout the series. Players can choose between morally good (blue) and morally questionable/renegade (the choice between playing as Luke Skywalker or Malcom Reynolds) with a neutral choice in between. The player can always choose either good or bad, but persisting in one type of choice long enough unlocks a kind of super-powered good or bad choice later in the game.
The Bioware games are not the only ones to go this route. Alpha Protocol has recently attempted something similar, and games like The Witcher, though they do not use colour coding for their good and bad choices, do allow you to make moral decisions which affect the world in real pragmatic ways. However, I would like to use the Bioware/Mass Effect system as an exemplar of the mechanics of interface between the player and the game world. The implementation is well done, but I would like to propose, from a philosophical and theological point of view, the possibility of implementing a system that more accurately reflects real life moral choice as described by some of the great thinkers of Western Culture.
As Aristotle said, the more a person does the good, the more they like doing the good, and conversely, the more a person does evil, the more they are inclined to continue to do evil. Both reason and experience back up Aristotle’ s observation. If a person acts in a pattern of charity, they will become the kind of person who is inclined toward charity. If a person habitually degrades other people, they will find it difficult to think well of someone new they meet. One can make an argument for this easily observed reality from theological, philosophical, psychological, and physical grounds. Given this, perhaps the next evolution of the morality system in games should be one which pushed a player toward a particular choice depending on their tendencies. If the player has thrown someone out of the window the past three times he or she has argued, shouldn’t that be what he or she is inclined to do this time?
Implementation could be achieved in game by either limiting the player’s time to make a choice, and by weighing the way he or she starts off making the choice, i.e. it’s easier to click that part of the screen, or you have to go a farther distance with the cursor to get to the alternate choice. This would allow the user to make choices both in line and out of line with his or her tendency, but it would also show how making choices shapes what is most natural for a person. It would also be a good indication to the player of what kind of road their character is heading down. There may come a day, the game might say through this interface, where you are so far gone that the good choice will be utterly out of reach in the time you have. Or it might say that there is a time ahead when that bad choice is so distant from your own character and morality, that it is well nigh impossible for you to make that choice.
One objection to this particular way of doing things might be that when people are going bad, they just don’t realise it Medieval theologians viewed evil not merely as a form of guilt, but a privation, something that removed life and knowledge from people. The popular apologist C.S. Lewis expressed this by saying that Goodness knows both Good and Bad, but Evil doesn’t know either. This might lead to an alternate implementation of the choice system. If one constantly chooses the bad choice, the interface might change to reflect the assumptions of the character in the world. If the good choice is always in the upper right and in blue, and the bad is always in the upper left and red, perhaps the more one chooses bad, the red begins to look a little more purple, and then finally changes to blue. The good choice will shift to the same purple, so that at some point, only their positioning differentiates them. It too would continue its colour change until a shift back to good, or a full delving into wickedness once utterly and finally changes their colours to their opposites. When both become purple, might it not also possible that their position on the screen may shift randomly, so that the good choice is not always on the right, and the bad not always on the left.
Expressing the knowledge and perception of goodness would be a bit harder to implement, but if one were to attempt to duplicate what the philosophers and theologians tell us, perhaps some further explanation of the result of each choice is made available to a player playing the straight and narrow. It might also be possible to reward bad choices more quickly (as has been done in the Bioshock games) which would be a trade off for the information provided to characters who choose the upright path.
Lest this be considered to simply be a play for “morality in games” in the sense that I am asking for the content of games to be within particular “acceptable norms” I make no judgment on context or content. My goal here is simply to suggest the possibility of implementing interface which reflects real moral process in life as we know it, so that form is appropriate to matter. Acts of the will are habit forming. For many belief systems in the world, there are acts of the will which are ultimately and finally habit forming. An implementation of this particular worldview might not only be engaging on the philosophical level, but cause players to think more about what choices they are making in games.
Joshua Wise is a Seminarian at Lutheran Theological Seminary working on his Masters Degree in Systematic Theology. He has a BA in Biblical Studies with a focus in Ancient Hebrew and Latin. To fund his studies, he works full time as a .Net Systems Developer. His main areas of study are Soteriology and Patristics as well as Temporal Theory. He started the website The Cross and The Controller to discuss the intersection of Theology and Video Games.


















Marathon
Thursday, July 1, 2010 at 10:11 AMGreat article.
But I think the one big hurdle with video games and making moral choices is there’s nothing stopping the player from going back and playing through it again to experience the opposite path. Mass Effect and KOTOR by Bioware, great games but it was plain to see the Paragon/Light or Renegade/Dark choices every time. Alpha Protocol was different by putting that time limit in place, forcing you to go with your gut instinct, especially on your first play through. Shame the one word choices really didn’t explain fully how the character would react on screen.
Surprised Bethesda didn’t get a mention. Fallout 3 (and granted the other Fallout games before that) hid the good and bad kharma in the background of the game and didn’t make it clear until after you had performed the action. I think it worked well for that game.
Dousatsu
Thursday, July 1, 2010 at 10:28 AMMorality lessons from theologians…hah!
Adam Ruch
Thursday, July 1, 2010 at 10:44 AM“When both become purple…” I think that’s the key here. This is really good stuff Joshua, I’ve been battling with the implementation of meaningful choice (moral or otherwise) for a long time. The biggest problem I have is that generally real-life choices aren’t black and white in the sense that you might not know which one is the “right” thing to do. Isn’t this partly what religion helps remedy, by giving people a kind of guidebook to help make moral decisions?
The question for game design becomes do we actually ‘reward’ and therefore ‘punish’ either choice? Or do we leave them essentially balanced mechanically, so that the results, while different, are not numerically/economically different? I argue that’s essentially what Bioshock did, much to the chagrin of a lot of critics. My other question stems from morality: isn’t the good choice often less rewarding materially in real life, and the evil much more beneficial to the individual? Where does sacrifice come into play, making the ‘good moral’ choice actually the mechanically weaker one?
I question making a solid statement either way. Some games should be mechanically balanced, others should have a moral message. I don’t believe there is an easy answer that one or the other is an ontologically superiour kind of videogame. One is about the player, the other is about the author, and I find both to be valid.
ArghZombies
Thursday, July 1, 2010 at 11:58 AMGreat article. Another dimension to consider is the intention vs result. A lot of games ‘judge’ based upon the result of and action, rather than it’s intent.
Anon
Thursday, July 1, 2010 at 8:20 PMI’ve never liked the way Morality system have been handled in games. They always come across as more game-mechanics than story mechanics.
To use Fallout 3 as an example, the game registers ‘good’ and ‘bad’ actions on a sliding scale, and then uses the value on that scale at various points in the game to decide what happens to the player. To me, that doesn’t feel right.
If I choose to kill someone, or steal from someone, or be charitable to someone, that should really be a form of ‘karma’ that I enforce. Guilt and empathy, etc.
Because in a game like Fallout 3 I may presented with an option, and the reasons I have for choosing a certain path may be different than the reasons the game assumes I am choosing. I might choose the path which I believe is the most neutral where it affects multiple people, but the game will say my actions were bad for what effect they have on a smaller scale.
I think the best example of this is a certain quest line that presents you with stealing a baby as a ransom for the freedom of a slave colony. The slaves want to kidnap the baby and hold it ransom, and hold it ransom for their freedom. Upon finding the baby, however, I discovered that the parents are using the baby to try and find a cure for a disease, to which the baby is immune. Furthermore, the baby was in a safe environment with the slavers as it had protection and a (relatively) clean home. So I decided to leave the baby and explain to the slaves that it is better that the baby stays put so a cure can be found to help both the slavers and the slaves. But the game did not present me with this option. Upon returning to the slaves childless they attacked me. They game called me ‘evil’ and promptly sent some vigilantes after me.
Alternatively, if the game did not include any kind of ‘karma’ scale then the quest would have instead ended in me killing the psychotic slaves in self defense and leaving the slavers to find their cure. I would feel no remorse, personally, and the game would remain indifferent. That’s how I’d like my morality to be handled. Not a number or a scale or an enemy or friend, but personal feeling of righteousness.