Print Screen: The Ethics of Computer Games


6/25/2009 3:34 PM | 8 Comments | Page 1 of 2

Troy S. Goodfellow
Troy S. Goodfellow
Status: will write for food.
Videogames are different from other forms of mass media. They require player input and, therefore, some level of player reflection. This interactivity, some argue, makes games a superior form of entertainment. You can give players choice; you can give players immediate feedback about the consequences of their decisions. And, if this year's E3 is any indication, this "moral choice" understanding of game narrative is still running strong.

Print Screen: The Ethics of Computer Games
Attendees at the Brink demonstration were given the chance to vote on looting a weapons locker, with horrible consequences; and romance in Dragon Age: Origins was reduced to a bad girl/good girl decision. And last month's Infamous was almost a parody of ethical choices as seen in gaming; if it hadn't so closely resembled so many other games I would be convinced it was satire.

But what if we understand ethics and games in a different way? In his new book "The Ethics of Computer Games," philosopher Miguel Sicart argues that interactivity means more. For him, player control makes games "ethical objects" -- a fancy phrase meaning that game design can be ethical or unethical, based not on its content but on whether it pushes the player to consider the consequences of his/her choices.

For example, the big reveal near the end of BioShock, where you learn how little control your character actually had over his actions, is hailed as an important ethical statement since it forces you to reconsider everything you have done up to that point. Conversely, the Dark/Light decisions in Knights of the Old Republic are an example of unethical game design for Sicart, since they boil ethics down to whether your decision helps you unlock specific powers or plot elements. This is not an ethical design choice even if it is couched in ethical terms.

Print Screen: The Ethics of Computer Games
This distinction leads Sicart in some curious directions. The widely reviled Manhunt is a game in which killing is the only choice, and it consistently pushes the player deeper into unethical and non-virtuous behavior. Reflection, Sicart suggests, is inevitable. Meanwhile, he argues that XIII, which insists that you can't kill the police, would be better if you had to face the consequences of cop-killing. An ethical game is one that forces players to confront their actions.

It's almost perverse to think that games that remove or limit choice could be ethically superior. But being able to control your character's ethical being is not the same as reflecting on the ethics of your character. The pointless decision about whether to kill Little Sisters in BioShock, and the buy-your-way-to-neutrality option in Fable, are implied to be examples of bad game design. Pretending that your game has an ethical component is worse than simply not addressing the issue at all.

Print Screen: The Ethics of Computer Games
This is, admittedly, a very novel way of looking at game design. Though many in the serious games movement have consciously worked to invoke reflection and emotion, it's doubtful that the makers of Manhunt were driven by a desire to make a meditative commentary on violence. And, of course, many games are simply outside of ethical discussion. Tetris and Bejeweled and maybe even DOOM are rather trite as objects of ethical inquiry. Move blocks. Match gems. Kill demons. Not a lot to think about.

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Comments

  • Aristarchus
    Aristarchus

    7/3/2009 7:22:36 AM

    The Witcher presents interesting moral choices, often ambiguous (do you help the Witch or not?), that resulted in changes to the story/narrative and avoided the "ethics meter" approach used in KOTOR or Mass Effect. Granted, the results were are still just window-dressing on the plot (which woman will want to marry Geralt?) rather than allowing/creating major re-engineering of the character's situation and goals...

    Reply »
  • Hatching_Phoenix
    Hatching_Phoenix

    7/1/2009 4:01:21 AM

    Interesting. I'm usually disappointed in these "morality" systems in games, mostly because no matter if I choose to be a paragon of virtue or an evil monster, I'm still killing a massive number of enemies. It seems somewhat beside the point.

    Reply »
  • hurlyburlycurly
    hurlyburlycurly

    6/26/2009 12:58:16 PM

    Don't forget gta4... a game that really showed you the consequences of your actions... whether to kill dwayne or the rapper guy... Dwayne for the money promised to you or the rapper for the morality side of it... it really was a tough choice... of course there were more decisions... but that one is the least spoilerish...

    Reply »
  • TroyGoodfellow
    TroyGoodfellow

    6/26/2009 9:48:13 AM

    @CG-Prophet:

    Re Ultima, he doesn't mention it at all, which is weird. Most of his examples are drawn from recent computer gaming with the occasional reference to a class game like SimCity or Civilization.

    Since the Seven Virtues are so necessary to progress, I'm not sure if he would approve (since the message is clear) or disapprove (since they are more plot devices than real choices in some cases.)


    @Shimarenda:

    It is a very interesting book, though I should warn you that the first half is very heavy with theory.

    I only focused on the choice stuff, but he has many other interesting case studies. Fable 2, for example, is unethical design because you can "buy" your way out of a bad alignment, resetting your ethical compass. This, he argues, makes every ethical decision pointless.

    Reply »
  • CG-Prophet

    6/26/2009 9:40:26 AM

    When being good or evil in a game does more than just unlock pathways and powers, then it will matter.

    I haven't read the book in question so i'll ask you Troy: what do you think of the moral system in Ultima IV and why wouldn't the author talk about that - if he didn't?

    Reply »
  • JasonMcMaster

    6/26/2009 7:20:04 AM

    Very fascinating article, Troy. The choices we make in gaming can reflect our moral leanings. For instance, when I try to be evil in a game I just can't seem to do it. I WANT to, but it doesn't work out for me. I can't pull the trigger most of the time.

    how weird.

    Reply »
  • Shimarenda
    Shimarenda

    6/25/2009 10:00:15 PM

    Sicart has an interesting angle on the idea of ethics in games here, but I'm not sure it is best demonstrated by games that practically force the player to do things, thereby making the player reflect on have performed them. I haven't read the book, so I may have the particular point wrong.

    It would seem better to me to cause the player to reflect on the ethics of a situation by presenting an ambiguous choice. Even better is if neither choice makes any real difference in the outcome. For example, the simulation in Fallout 3 (the part in black-&-white) give two ways to give the desired outcome, but neither way is a completely acceptable course of action. The only way to decide is to determine which is less objectionable. Or also in Fallout 3, someone in a fantastically poor situation asks you to kill him. You don't have to do so to get what you need, but it does cause reflection on whether and at what point a life can become so bad that you could kill someone to relieve him.

    I admit, I am one of those gamers who won't play evil; the only Dark points I got in KOTOR were for the match against Starkiller. But I do enjoy games that give me occasion to pause and consider the situation. I would hate to only be considering the situation from deciding whether to continue playing or not.

    Reply »
  • garion333
    garion333

    6/25/2009 8:37:15 PM

    Troy, are you suggesting we shouldn't get new powers with our moral choices?!?!? Shocked. Dismayed. B-b-b-but I always get a new power when I help an elderly person cross the street. ;)

    Interesting article.

    Reply »

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