Morality in Murder: Giving weight to player actions
Thursday, July 24, 2008 at 8:19PM Inspired by a surprisingly insightful forum thread from last week, I found myself thinking a lot about the consequences and moral weight put on the shoulders of players in games, particularly violent ones. I was lucky enough to spend the last weekend relaxing on the beaches of Okinawa without the distraction of electronics of most kinds, but the crystal blue sea was far too enticing to spend too much time thinking about it. It was not until I returned to Osaka that I really started to think about murder, violence and aggression in games, and the moral implications therein.
It is a well known fact that players do not like the idea of irreversable consequences if both paths lead to a continuation in the plot. Most player like the idea that a bad choice leads to a game over, while the good choice continues with the game. The idea that two significantly different plot lines could be completely viable seems not to sit right with players. I recently started playing the Dragon Quest V remake for DS, and was rather surprised how difficult it was for me to pick who my character would marry. Even though the effects of the bride are not huge, the fact that choosing one option would close all others off to me for the rest of the game actually did not sit very well with me. When we consider the of our choices in real life, we often look to choose the one that is both morally correct and most beneficial to ourselves.
In games, we're often never really faced with the repercussions to our actions, unless they are a pivotal moment in the story, and even then, the consequences are often binary, resulting either in the continuation of the game, or in a game over. This method is a blunt but effective way of steering the player in the direction the developer feels is correct. Often times this method tends to staccato certain events in the story as "pivotal", giving them more weight than other instances in the game. This can help to draw the player's attention to interesting or important plot points, but it can also serve to trivialize others. Grand Theft Auto 4 is an excellent example of this.
While Nico is given the the moral choice to kill or spare the life of specific people in the game, these moral choices serve only to further trivialize the fodder that Nico inevitably mows down in countless missions before and after that event. Add to that the fact that the player often commits grand theft auto, vehicular manslaughter, and mass murder during a date with a woman who might or might not be a police officer, and a lot of the morality in those individual instances starts to feel forced and forgotten. When the characters within the world don't seem to care, the player doesn't seem to care either. Running over pedestrians, shooting multiple people before a single police officer is even called to the scene, and even stealing cars in broad daylight may serve to tell a story of a once great city gone wrong, it also (purposely, I suppose) trivializes Nico's actions, whether they be good or bad. In that sense, though, GTA is not alone.
Most violent games never give pause to the cruelty and violence that we partake in, especially in first person shooters. I am no prude that thinks violent video games should be banned or censored. I play my fair share of violent shooters and action games and quite enjoy them. The issue lies in the one dimensional reality they live in. Hollywood has its fair share of testosterone-filled action movies and has its iconic action heroes for every era. It also has its introspective war movies that meditated on the horrors of war. The games industry is in no short supply of war games, but they often times glorify war, and even when extreme violence and the horrors of war are presented, they're never shown in a way that makes the player reflect on the complicated moral implications. Not all games trivialize violence and death, though.
While players had no choice but to kill each of the creatures in Sony's Shadow of the Colossus, the somber music, the subtle visual clues, and the often benign existence of the colossi made players start to question whether or not killing these majestic beasts was really the right thing to do. Even in victory, there was no fanfare; only a sad song to punctuate their deaths. How developers go about introducing morality into the story is their choice. Bioware tried several times using the light/dark meter in several of its RPGs, and was successful to an extent, but there is so much more potential in the idea of morality.
Forced morality and immorality never gives players a chance to really think about the repercussions to their actions, because the game does it for them. Giving the player choice, giving AI characters appropriate and permanent reactions to the player's actions, and changing the world (even subtly) to reflect the player's actions are all great ways to add weight to a player's actions. Even then, these might still not force the player to give pause.
As Shadow of the Colossus did, eliciting emotion through visual and aural clues might be enough to create thoughts of regret in the player's mind. If we really hope to have the industry taken seriously, and see it evolve the way the movie industry has in the last 70 years, tackling complicated issues like morality is a necessary and inevitable course of action, especially when violent subject matter is concerned.
NOTE: Because of a recent flood of hateful and immature comments, I've had to change the comment policies for the blog. Only wordpress members may post comments from now on. If this continues, I'll be forced to disable comments altogether. I really don't want to do this, as I really like getting some of the insightful comments past articles have inspired. Sorry to everyone who wanted to comment but do not belong to wordpress.
UPDATE: I have removed the wordpress membership requirement for comments. Instead, all comments will go through approval before being posted. Again, apologies to those who could not comment until now.






Reader Comments (3)
Wonderful read. Having avoided playing Chrono Trigger for the same reason, I understand the fear of missing content when multiple story paths are involved. (an RPG with multiple endings? I don't think I have to patience to play through each time just to see everything)
As you said, visuals and sounds can provide some great player feedback, in some cases far more than any dialog or direct action ever could. Sound design in particular can really set a mood, and an emotion like remorse can be evoked just as well as excitement or fear.
Certainly, there are games that don't deserve to have something like that forced on them (many shmups and beat'emups come to mind) simply because the nature of the game is to just watch things and people explode. Just like certain action movies, part of the thrill comes from the violence, and saddening it up with morality defeats its purpose. Imagine something like Metal Slug, with Marco being sad that he's killed Allen for the umpteenth time, when Allen was just trying to protect Morden from the aliens or something. You only had to kill like 500 soldiers to get there, not to mention the 500 more you'll probably kill on your way out. Like your GTA4 example, there's no point in trying to force something like that in a game engulfed in eating bloodshed for breakfast.
That isn't to say it can't be done. It's just games like the above usually follow moral lines like "oh, these guys aren't bad guys, so I probably shouldn't kill them anymore" and then you'll never see them for the rest of the game. Instead of mindlessly killing bad guys A, you'll be mindlessly kill bad guys B. What kind of morality is that? These other guys are badder than the first dudes, who it turns out weren't so bad at all and could probably hang out sometime? That's pretty lame. Thank god Metal Slug isn't supposed to be taken seriously, but I can think of plenty others that do the same thing.
I think the real problem in the industry right now is having the fortitude to step forward and make that push into adding moral implications. Publishers are afraid to push money into something they think won't be some kind of golden magical cash cow. We're seeing more games push those boundaries these days, but it's only the beginning - we can only hope that the rest of the industry will follow suit.
Great post. Although people may cry foul at direct comparisons between movies and games, I think that in this context the comparison is useful. Unlike the physical actions which the player controls, the emotional impact of morally-sensitive situations is usually out of the player's control; whereas a movie is a monologue given to a passive viewer, most games with themes tangent to morality are a dialogue between player and designer.
No game, to my knowledge, has morality or emotion built into its controls -- that is, I can't press A to "kill and relish the triumph" but B to "kill unwillingly and regret the necessity". Although player avatars are puppets controlled by our fingers, we players are puppets controlled by the designers when it comes to emotional impact, as we depend on them to parse out feelings from our mostly-physical choices in interaction.
hi, andar here, i just read your post. i like very much. agree to you, sir.