Game Design, Gamer Culture, Politics, Virtual Worlds
Morality in Games, or The Unexamined Game is Not Worth Playing
Video games are growing up. Well, they’re trying to anyway. We used to be content with traipsing through the carefully groomed grounds of the Mushroom Kingdom, guiding pixelated sprites toward a jaggy princess. Maybe this blind escapism is enough: as Super Mario Galaxy showed, sometimes it’s fun to play with gravity and not have to worry about economic turmoil or national security concerns. Sometimes, though, we want games to be something more, to illuminate a previously unknown aspect of the human condition the way a great movie or book does. In the last few years, games like Fable and BioShock have featured morality as a core mechanic, while Grand Theft Auto has actively flouted it and many others have avoided the issue altogether. But the real question here is: can games be moral?

Maybe I spoke too soon...
The vast majority of games could aptly be described as amoral. They establish a formal system with simple rules, and the player uses the rules to solve problems created within the system. These games don’t ask questions like, “Is it right for me to jump on this turtle’s head?” (Or the follow up question, “Is it right because this turtle is evil and jumping on heads is the prescribed action for dealing with evil turtles?”) We can try to find some moral significance in Super Mario Brothers, for example, by equating Bowser’s “Koopatarian” regime with the Third Reich, but the game never suggests this sort of interpretation.
Grand Theft Auto, on the other hand, represents an immoral game. The player is rewarded for actions most people would consider objectionable: kill civilians for money, solicit a prostitute for health, deal drugs to move up in the world. Given the tongue-in-cheek nature of the GTA games, it is possible that Rockstar is making fun of the fact that we expect our heroes to be moral and likable. However, the rules of the game teach us that money, health, and social status are victory conditions, regardless of the means necessary to achieve them.

I look a lot more evil without that damn light bloom effect.
More recently, we’ve started to see games put morality front and center. Although it was not the first game to do so, Fable became the industry showpiece for morality in games. Your character could be good or evil, and your actions had a permanent effect on the game world – except, we found out, when they didn’t. The moral system was far too simplistic, and the tutorial actually encourages strangely immoral behavior by equating gold coins with moral actions, then giving you gold coins for erratic, irrational violence.
Then came BioShock. The game revolves heavily around Ayn Rand’s theory of Objectivism, which is basically a cross between capitalism and The Golden Rule – something like “Do unto others whatever you want to make your life better as long as it doesn’t impinge upon others’ rights to do unto you.” Through atmosphere and dialogue, we get a sense that the logical outcome of pure Objectivism is dystopia, the dog-eat-dog world of Social Darwinism. As a video game about the nature of choice, though, we expect some say in the matter, so we are given a Fable-like “harvest or save the little girls” good vs. evil metagame. Harvesting the girls gives you more “ADAM” to spend on upgrades, while saving them gives you less. This sounds like the ultimate moral choice – do I save the girls at the cost of power, or do I selfishly exploit them?
As we quickly find out, the choice doesn’t end up mattering all that much. If you save the Little Sisters, you end up receiving gifts from a mysterious benefactor that balance out the cost of doing the right thing. The reason for this is simple: the game wouldn’t be balanced otherwise, and taking the moral high road would make the game more difficult. But isn’t that the point?

This brings us back to the original question: can games be moral? Clearly games can be about morality or revolve around moral choices, but that doesn’t seem to be enough. Like books and movies, we should expect some games to deal with complex moral issues by filtering the world through the eyes of the characters. In A Clockwork Orange, we see the world through a character first unbound by law, then physically assaulted by it. Even in Spiderman, we are told that “With great power comes great responsibility,” then shown the hardships Peter Parker must endure to uphold this truth. As the games industry matures, game designers will begin to experiment with more challenging approaches to the source material. Whether or not games can ever craft a meaningful moral experience remains to be seen.
What’s your take? Will games forever be good vs. evil, red vs. blue? Do you care? Shout out in the comments below.
Tags: Bioshock, Fable, Grand Theft Auto, Ken Levine, Objectivism



While I think that you have touched on some of the concepts here, this article unfortunately lacks what I would consider decent research. Games such as Fallout 1 and Fallout 2 (1996 and 1998 Interplay) had serious moral self examinations in which players had to choose between violating serious social norms like adultery in order to gain serious advantage, or to play by “the rules” and be forced to earn every dollar honestly, so to speak.
Or more recently you have games like Jade Empire and Mass Effect, which forced players to choose between serious dichotomous representations of right and wrong. In JE players chose between a Kantian or a Consequentialist view of all actions. In ME players must choose to play every situation by the book, or blaze their own path and buck the system. Additionally, in both games the players are required to explain themselves as well, not just act and let the computer interpret.
Station,
I missed out on the original Fallout games, but hadn’t heard that they were as deep as you claim. Maybe I can check them out on GoG since they’re available on the cheap.
As far as JE and ME go, I played both and don’t think they offer the depth of moral choice you’re claiming. Don’t get me wrong — I loved both games and consider Bioware to be modern-day alchemists (but, you know, real, not shysters). In fact, I think you make my point in your response: “…which forced players to choose between serious dichotomous representations of right and wrong.” I think the problem with games is that there is no gray area, that everything is reduced to a simple good or evil path as you get one of two scripted endings depending on where you end up on a slider.
I am curious about one point you made — how do you have to explain yourself in JE or ME? There are dialog trees and you have to select options in them, but I was able to whittle down almost every set of options to “the good choice,” “the bad choice,” “the neutral choice,” and “the snarky choice.” As I said, I loved both games, but come on: “paragon vs. renegade” or “open palm vs. closed fist” is simply good vs. evil with a marketing budget.
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As developers, we still don’t possess the necessary tools to create games that communicate morals in depth and link that up to actual moral choices by players. There are a few technical reasons that come to mind, such as the fact that creating any game with a lot of content/depth to address these issues in a serious way, requires huge amounts of work as most game assets are being created manually (by artists, etc.) nowadays. Also, big companies with big games have a natural aversion to such serious issues for their games (is this what the majority of our customers want anyways?!), and in general, the fact that any idea that requires input and work from the entire team, normally gets diluted beyond recognition in the implementation phase. I put some thought into why, as developers, we can’t seem to be able to make great games that address and allow for moral choices, and I wrote up my musings at:
http://gamedesignideas.com/game-story-characters/morality-in-games-the-developers-side-of-the-story.html
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