For at least most of the last two console generations, a major factor in attempting to excite people about games has been that of the ability to choose their destiny. These games proudly tell you that you’re free to choose between good and evil, but the choice often feels shallow. In this post, I’m going to explore a few of the reasons why the big choices feel shallow, and try to offer some simple solutions to tide us over until the technology exists in a mass-produce-able state to allow games to present the player with 100% freedom.
Firstly, the Issues:
- Limited Choices: Many games offer the player the chance to choose between Good and Evil, but neglect to mention that that is the entirety of the decision. You only get to make a black and white decision in a world that seems to contain many shades of gray. There’s rarely a middle ground in these sorts of scenarios. This creates issues of relatability: Unless the player is a living saint or the spawn of Satan, how can they possibly relate to a character who either makes Ned Flanders look like a heathen or eats raw, adorable, baby kittens for breakfast, lunch, dinner, and a midnight snack? They can’t.
- Moral Disparity: Occasionally, the player’s morals may not match those of the game. What happens when a player who does not oppose executing a murderer as a deterrent to future murders is awarded “Evil Points” for acting upon this belief in-game? It seems to me that you’re more likely to annoy the player whose morals don’t line up with yours than to make them realize the error of their ways.
- Lack of Moral Complexity: Ethics and morality are complicated topics. Is it wrong for a man to steal bread to feed his starving family? Is it wrong to execute a guilty criminal? What if that beggar you just gave a coin to is going to use it to buy his next fix? There aren’t easy answers to these questions, but they’re asked very often in a medium that relies on the black and white absolutes of boolean functions. In Justice Vol. 1, Lex Luthor asks if it is really so heroic for the Justice League to save us from a giant alien starfish in the middle of the ocean only to return us to the drudgery of our everyday lives. A zero or a one could not answer a question like that to anyone’s satisfaction.
- Obtrusive Heads-Up Morality Warnings: Many games are so excited about their moral choice that they like to stick it in your Heads-Up Display every time your moral standing changes. This is not information I, as a player, want to be beat over the head with. If I am going to make a moral decision, I want it to be my decision, and the moment I am told what the game thinks of my choice, it stops being my decision. Every time in the future that I might be presented with a similar choice, if I am trying to play a specific morality of character, I will have to stop and try to figure out what decision the game will make based on my decision. It stops being my choice. Also, propping up a Morality Warning is a terrible violation of the “Show, Don’t Tell” Rule. Show me the consequences of the action, don’t just tell me that my Evil Stat went up twenty points.
- Lack of Significant Feedback: Solving this issue would help a lot with #3 and #4. In order for a player to know what he “should” or “shouldn’t” be doing, the player needs to see the consequences of his actions. I’m not talking just about direct consequences; games don’t seem to have much of a problem with that. It’s easy enough for ordinary people to die when I attack them, bystanders to run away, and police to show up. However, after these types of scuffles, the status quo is generally reset. What are the far-reaching consequences of my actions? Where are the ripple effects? It’s a simple examples, but one of the best that I can think of of a game doing this right: In the Legend Of Zelda: Link’s Awakening, you had the option to steal items from the local shop. However, if you did this, you forfeited whatever name you entered for the stigma of “Thief”, which you will be called in every line of dialog that includes your name, and the shopkeeper will kill you when he next sees you. These immediately tell me that stealing was wrong, but they also enhance the game world in a way that simply calling the police cannot.
- Disproportionate Rewards: Occasionally, games give players bonuses based on their alignment, often in the form of stat-boosts or special powers. I have seen situations where these rewards are extremely well-balanced and simply augment different styles of play, but I have also heard of scenarios where one side’s bonuses are far more useful than the other’s. In these situations, the player’s choice is heavily influenced by the bonuses they receive rather than any sense of right or wrong. It is not a moral choice if the player makes his decisions based on what will win the game easier for him.
Some Alternatives:
- D&D-style Alignments: Dungeons & Dragons features a more robust system of choices than many digital games do. The character’s Alignment is scored along two axes: Good-to-Evil and Chaotic-to-Lawful. Good and Evil are pretty self-explanatory (in the context of this post, being largely determined by the designer’s morals), but they are not the be-all, end-all. The Lawful-to-Chaotic axis brings a whole new layer to the character. It allows the player to make the distinction between the kind of Evil that wants to rule the world versus the kind of evil that wants to destroy it, or the law-abiding paladin versus the vigilante who does what is right by circumventing the law. It’s fairly obvious, however, why this solution is not utilized often outside of Pen-and-Paper RPGs: It would be a lot of extra work to go from two endings to four (if you leave out the neutral alignments) to nine (including all the neutrals). However, drawing inspiration from Dungeons & Dragons in planning morality-related gameplay could potentially make it that much harder for a designer to settle for the old “Lawful Good or Chaotic Evil” standby endings that so many games utilize.
- Something other than Good-vs.-Evil: #2 in the above list is focused on the flexibility of what constitutes “good” versus what constitutes “evil”. A simple alternative would be to focus on something other than Good and Evil, something that can be made much more concrete. One example that I’ve been kicking around for a while is Honor versus Dishonor. Both of these concepts are much easier to nail down than good or evil. Both present a varied way to play the game which can easily be adapted to multiple aspects of the game: Lying to an NPC would be dishonorable, as would poisoning someone’s dinner; telling the truth and fighting someone mano-a-mano would be considered honorable. Another example is one that I hope they take with Marvel Ultimate Alliance 2 (http://kotaku.com/5357492/marvel-ultimate-alliance-2-launch-trailer-does-damage), which focuses heavily on the Marvel Civil War and picking a side. Hopefully, the player will feel they are choosing based on whether they feel freedom or security is of higher value. In this way, the player can make a choice based on his own values, rather than a set of values laid down by the designers.
- Hide the Distinction: In direct contrast to #4, hiding the distinction between Good and Evil choices helps the player to not be overly influenced by the game’s opinion of him. It is not necessary to never let the player know how good or evil they are, but it is important not to beat him over the head with it. This works well with “Something Other Than Good-vs-Evil”. One example of this is The Elder Scrolls IV: Oblivion. I had been playing Oblivion for months before I realized that deep in the bowels of one of the stats subscreens, the game was keeping a tally of my Fame versus my Infamy. Not knowing that meant not having my choices influenced by the game’s notions of right and wrong, which greatly enhanced my enjoyment of the game and my sense of freedom.
- Improve Feedback: Show, don’t tell. If I am going to make a decision, let me know what you thought of that decision by making the world react, not my Heads-Up-Display. If I start offing bums in the streets at night, I want to hear the people’s whispered rumors of a Jack-the-Ripper type character. When I save a stranded band of mercenaries, I want to see them out and about the world and know that they’re only there because of me. When I steal some rich old lady’s necklace and pawn it, I want to see her dejectedly walking around without her priceless bauble. If I assassinate a guard, I want the ripples of that action to let some bandits invade the city. Increased feedback and Butterfly-Effect-ing will make the world I’m playing in feel more alive, and make my decisions feel like they matter more.
In conclusion, I think the issues with moral choice in games stem from a lack of imagination in their application, cost in time or manpower of implementing more immersive systems, and negative assumptions about the degree of complexity that the player wants. For those interested in complexity in their games, these flaws are readily apparent. I do not feel that the solutions I have suggested
Posted by asladky
Posted by Matthew Oztalay
Posted by asladky 