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Ethics in Videogames: You're Doing It Wrong!

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The question of ethics in video games is one that we think has been resolved by companies such as Bioware and their 'morality engines' in game. However, this is only an illusion.

The strength, and the difficulty, of ethics is the nature of context. For example, if you follow non-objective ethics and instead treat ethics as moral commandments (an edict that is given to you by a holy authority, which is therefore absolute), you end up with Immanuel Kant's Case Of The Inquiring Murderer:

Immanuel Kant was a big old absolutist (and the biggest fraud in the history of philosophy), he eschewed the application of rational thought in ethics and instead favored absolutist edicts, which were backed up by his definition of the Categorical Imperative... a piece of fallacious nonsense that he essentially defined as "Act only according to that maxim whereby you can, at the same time, will that it should become a universal law." Can you see the problem with the Categorical Imperative? Well, for starters, it's a perfect case of context dropping: it eschews all ethical considerations of particular context and instead demands blind obedience to 'the universal law' that must be reflected in your actions.

Confusing? Don't worry, we're going to clear that baby up right now by discussing the Inquiring Murderer:

Kant paints the following scenario: He asks us to consider the situation of a murderer just outside our friend’s house. The murderer asks us “is your friend inside?” How do you answer?

According to Kant, you are bound to uphold the maxim 'Do not lie.' (this is a moral commandment) Kant himself defends the idea that in this difficult case you should not lie:"To be truthful in all deliberations, therefore, is a sacred and absolutely commanding decree of reason, limited to no expediency."

Let me run that by you again: Immanuel Kant, the man who is (falsely) revered as one of the greatest philosophers in Western philosophy, comes to the conclusion that based on his own categorical imperative, upholding the truth is more important than sparing an innocent life. To boot, the innocent being a friend of yours. Kant's ethics demand a total and blind adherence to these 'maxims' at the cost of everything else.

Kant

This is the outcome of divorcing ethics from their very source- rational thought and reality. An ethical system divorced from rational thought is positively Kantian and therefore inapplicable by any human being. Being divorced from the nature of reality means that anyone seeking to apply these ethics will always fall short of them, and will end up with a large amount of guilt for this.

A rational ethicist will tell you that it is perfectly acceptable to lie to the murderer- by the nature of his actions (seeking to enact force against an innocent) he himself is not worthy of earning honesty- ethical behavior is only a requirement among individuals willing to deal rationally and peacefully with each other, the brute and the murderer exclude themselves from this exchange by rejecting its very nature and one gains nothing by extending such cordiality to them- except one's own death, or the death of another innocent.

The approach to Ethics in the stories of videogames is, also, positively Kantian, it drops all context. Game companies claim to have successfully addressed the issue with their 'wheel of morality' system-- in dialog trees, you can usually choose between two options at important junctures. Each option has a different moral posture. In this, Bioware implies, we have finally managed to include ethical dimensions. Except that this isn't quite so.

In games such as Fallout 3 or the Star Wars roleplaying games, the character choices range between the game society’s conception of virtuous good (which isn’t necessarily in harmony with the objective definition of such actions) and psychopathically evil bordering on the edge of sheer insanity. An example: In Fallout 3, a post-apocalyptic dystopia, the player is in a town (Megaton) which, at its center, has an unexploded nuclear device. The player is approached by a shady character and he has the option to:

A) work with the shady character to detonate the bomb, killing everyone and destroying everything in it because his boss considers the town ‘a blight in the landscape’ or

B) Refuse, report him to the Sheriff and then kill the man for not only clearly willingly working towards mass murder, but also for trying to kill the Sheriff as well (a tricky option, you have to be very fast to kill him before he kills the Sheriff.)

Megaton

While this clearly does afford the player a choice, it is an insulting one by clearly painting an almost disfigured portrait of how good and evil come about. Most of the virtuous or good actions the player can choose are usually tied to a solid context: in helping Megaton, the player helps his own chances of survival in the Wasteland. But what does an evil character think he gains from the mass destruction of Megaton? Wouldn't he gain more by taking over Megaton subtly? It could also be argued that in a post-apocalyptic scenario, even the unethical and immoral's self interest is served better by a rekindling of civilization (which means increased safety) than a return of barbarism- destroying Megaton would mean the world is one outpost behind from regaining some civilization. Even categorically evil people get tired of fighting every day for their survival.

But even then, it could be said that the whole ethical scenario is pointless. The ethical answer is obviously A, and the unethical answer is B. This sort of scenario doesn't do much to advance the concept of the exploration of the moral and ethical dimensions in interactive media, because they're mere caricatures. Other franchises are extremely guilty of this level of ridiculous choices— Skyrim, for example:

I came upon was the case of Grelod the Kind, an elderly woman who runs an orphanage. In the city of Windhelm you come across an escaped orphan who tells you how awful Grelod the Kind is to the children, and he wishes to see her dead… which he wants to do by summoning the Dark Brotherhood, a secret guild of assassins (he mistakes you for one of them, and you don’t do much to dispel his assumptions.) If you travel to the city of Riften where the orphanage is, you will see that the city is crawling with corruption, and that the real master of the town is the Guild of Thieves, run by a woman called Maven Black-Friar. The allegedly actual ruler of the city, Jarl Laila Law-Giver, is convinced that she has things under her control. If you overhear her dialogue with her courtiers, it is made apparent that she doesn't find the Thieves Guild a problem, and her courtiers (Yes-men of the Guild) constantly assuage her concerns, telling her that nothing is wrong. Laila’s most trusted aide? Maven Black-Friar.

So we are set up with a stage for disaster: The Jarl is a simple-minded idiot whose weakness enables corruption, and a spider woman runs the city. Just peachy. When you go into the Orphanage, we find out that the complaints are not only true—they are worse than you could imagine. Grelod “The Kind” has a closer with child-sized manacles. She constantly beats the children and demands gratitude for the beatings, she tells them they will never be loved or adopted and that they will end up tossed into ‘the cruel world’ when they come of age—and she also actively prevents the children from getting adopted. Constance Michel is a girl who works as an assistant at the Orphanage, and is kind and loving to the children… but even she cannot counteract Grelod, the actual owner. What is the player’s character to do?

When returning to the Jarl, there is no option to talk to her about the orphanage. Presumably, because the Jarl is, again, an idiot. Maven Black-Friar gains nothing in helping the orphanage (again, she is an evil character whose aim is to control others, much like Grelod herself,) so it is most likely that it would never be addressed. At the end of the day, the player is only left with two choices: Do something about Grelod The Kind, or walk away and leave the children doomed to a life of abject misery. Confronting Grelod simply shows the player that she is not afraid of him/her, is completely intractable to any arguments or intimidation, and the only choice if you want to help the children eventually is to kill her. Yes, kill her. I decided to follow that choice and see what the game developers had in mind--- a bit like Raskolnikov cleaving Alyona Ivanovna’s head in twain in Crime and Punishment (in a way, Grelod is a strange mixture of C&P’s Alyona and Annie’s Miss Hannigan.) In an almost Dickensian manner, the children rejoice over the slain hag while Constance enters into a panic until you leave. Yet, no guards are ever called on you by the people of the orphanage. Allegedly because Grelod was such a horrible human being that her death was more celebrated than mourned.

Grelod

The whole thing is ineptly-written and terribly forced. A resourceful character could have easily found a way around ejecting Grelod from her orphanage without killing her-- which could have provided for even juicier story developments if Grelod was in cahoots with the guild of thieves and Maven Black-Briar decided to go after the player for it. But the choice is never given to the player- he or she is simply given a caricature of ethics and then forced to choose between two ridiculous extremes—complete passivity or slaughter. Bethesda essentially presented the player with a logical fallacy known as the False Alternative, but Bethesda is not alone in this, most game companies who try to play at ethics fall into the same problems.

The purpose of Ethics as a philosophical study is to find a way to behave towards oneself and others that allows the individual to thrive while at the same time respecting others who deserve such respect. As such, ethical exploration is wasted in ridiculous caricatures of Light Side/Dark Side choices, but rather more nuance is required- and it is far more difficult to achieve in writing. Two games that achieved this (and probably only two of a handful of games that have ever achieved this) come to mind.

In Ultima IV: Quest Of The Avatar, you are the Stranger. A person who has vanquished three great (stereotypical) evils from the land three times before. Whereas the previous installments of the game had a Big Bad Foozle to vanquish in the midst of wholesale slaughter, Ultima IV turned the tables by giving you... no Big Bad Foozle. Instead you come to Britannia following a summons by its king (Lord British), who tells you that moral corruption has started to sweep the land and that the world needs philosophical guidance. Your quest, if you choose to accept it, is to embody the Eight Virtues that derived from the three philosophical concepts of Truth, Love and Courage. By mastering those virtues, it is said, you will become the Avatar- the philosophical leader of a new age of enlightenment.

UltimaIV

Ultima IV is technologically primitive by our standards, but it achieved its goal remarkably. In order to embody the virtues of the Avatar, you had to act accordingly: Valor meant that you would not retreat from combat, but Compassion meant that you did not pursue non-evil creatures to the death, Honesty required you to be forthright in your dealings with merchants and others who deserved it, and so on and so forth. You still had to go through dungeons to acquire items that you would eventually need and to visit the Eight shrines of virtue, but the whole scope of the game had nothing to do with an over-arching evil, it had to do with who you were, both as a player and a character. Interestingly enough as well, Ultima IV conceives virtue and ethics not as something that is 'its own reward' (as the old, false chestnut goes), but rather as something whose reward is your ability to live and thrive. Ultima IV is perhaps the best exploration of ethics in a game, even if the technology and limitations with which it was created makes the game primitive by our standards. Nevertheless, its blueprint could easily inspire another great game of its kind to succeed in this territory with today's technological feats.

Before speaking of the second game, I'd also like to point out that ethics do not occur in a vacuum, as Kant would have you believe. Many games include moral quandaries and choices by thrusting characters with dilemmas into your face, asking you to be their arbiters. Often these problems are doozies, but there's a big problem here--- why should the player care about them? Most of the time you know nothing about these characters, so they are not real to the player (in the real world, it's different, but in a fictional setting characters must be worked to give them realism, to allow the player the ability to identify them as 'real' , even within the fictionalized context of the world)- even worse, most of the time they have absolutely no impact to you as the player! Once you solve their quandaries they move on, never to be seen again by you... or if they are, they return to being merely pieces of scenery with repetitive dialog options. For an ethical scenario to be successful, your NPCs should feel as real to the player as his character is to him- or close enough.

This is where we speak of the second game: Ultima V, Warriors of Virtue. In this game the Avatar returns to a Britannia that has fallen under tyrannical rule by Lord Blackthorn, who has turned the virtues of the Avatar into a set of eight mandates enforced by government law, transgressions are punishable by dire consequences. As the Avatar, you become part of the underground rebellion fighting Blackthorn's regime.

One of the most ethical scenarios found in the game comes if you happen to let yourself be captured by Blackthorn's guards during your quest. You and your companions are thrown into Blackthorn's dungeon, where the creep grabs one of your companions and suspends him/her under an enormous swinging pendulum (Edgar Allan Poe would be proud). Blackthorn gives you a choice: You can tell him the mantra of a shrine of one of the Eight Shrines (the mantra is required to enter the shrine), or he can kill your companion. These are companions that have been with you through thick and thin for several games (and which would continue to do so later on as well)- their death means a lot to you... but Blackthorn's moral corruption of Britannia also means that if he wins, none of you will survive it.

UltimaV

The ethical quandary here is powerful, as you essentially see one of your companions torn to pieces in a gruesome way and they can't be resurrected (in fact, the game erases them completely)- but if you choose to give Blackthorn the mantra... you guessed it, when you are freed and go visit the shrine in question... you will find it destroyed by Blackthorn. This ethical scenario is powerfully poignant in its 8-bit splendor because it puts two things that are extremely important to you (your companions, and the Virtues) as the Avatar, and puts them in the hands of a tyrant so that either one or the other is destroyed.

This is not only an excellent highlighting of ethical exploration, but also an excellent way to define villainy in an intimate context: The best villains are antithetical to the hero's values. It's easy to write cliched villains who become foozles out of generic reasons such as "hunger for power" or "taking over the world"--- Blackthorn is a villain, but his villainy rests in wanting to make sure EVERYBODY is Virtuous... whether they want to or not, for their own good. As the Avatar, you embody the element of ethical choice: You can choose to be virtuous or not, and accept the consequence. Blackthorn wishes to destroy that element of choice- and this is exemplified best in ethical application by giving you two apparent 'choices', both aimed at destroying something valuable to yourself in the process. That's an ethical scenario, and that's also an excellent example of good villainy.

Think about these choices above, and then think about the games you've played recently. How many of those games don't condescend to you by giving you real ethical choices? Or do they simply give you caricatures and tell you you've made a moral choice? Nowadays it seems that game developers equate ethical quandaries with whether or not you should harvest little girls or adopt them and give them puppies.

choice

Article by:
merryjest
About the Author:
Opera singer, gamer, writer, and more XD

Posted: 04 Dec 2012 17:30 by enigma530 #6996
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Small correction, Skyrim is a Bethesda game, not Bioware.

I also write something once about moral choices in games, but I write more about the systems themselves, not the moral implications behind them.
pressstarttodiscuss.blogspot.com/2012/03...ality-and-games.html

This article is interestingly timed, as I just so happened to be discussing this same topic today.
Posted: 04 Dec 2012 23:36 by Tatsuya_Satoshi #7003
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I like your examples, I feel when you really start to discuss the logical faults in that one incident in Fallout is where it really picks up.
Nice work, and great idea using Ultimate as an example of a game doin' ethics right.
Hmm... I'd have to say Persona 4 Golden to answer your question at the bottom. Most of the dialogue isn't about the moral or immoral choice. At least I haven't come across the: "GOOD GUY OR BAD GUY?! CHOOSE NAO" incident in the game. Although a game that was bad with ethics that I have played recently would probably have to be Dragon Age Origins.
In dialogue options that were available when discussing with someone either of faith or an "employee" of a Chantry, it was clear that you have the right choice for the game's universe or the one that is super-de-duper-atheist-esque-evil.
If that makes any sense.
Although when discussing games you feel are doing ethics wrong, I'm not sure if it's really that hard to point out Bioware doing something wrong. It's almost a little too easy, I feel.
But you clearly can express yourself do that the argument isn't just "Oh, let's just hate on that one company that is receiving a lot of flack right now!"
Then again, I doubt you'd be that shallow.
Posted: 05 Dec 2012 13:43 by enigma530 #7013
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Persona may not be the best example. With the exception of that one scene, it's mostly about going through a linear story and even that choice is not one of morality, but of mystery. Do you think he's the killer?

What Maus and I are referring to are games where morality and ethics are at the forefront.
Posted: 05 Dec 2012 18:53 by Tatsuya_Satoshi #7016
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True... Hmm...
Would Persona's Social Link system count?
Not really?
Posted: 06 Dec 2012 19:39 by merryjest #7030
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Aye, it's Bethesda... I was originally going to use the ending from Mass Effect, and I had Bioware in the brain when I wrote the article, changing it to Skyrim's more screwed up scenarios later on. I'll send Jojo a correction note :)

And no, not really. Most JRPGs avoid the area of ethics and choice, characters seldom have freedom of choice in the ethical spectrum... not unlike Japanese society as a whole.
Posted: 07 Dec 2012 02:02 by Tatsuya_Satoshi #7039
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Well... Not really.
You don't have to send him a correction note, it's fine as is.
Posted: 07 Dec 2012 12:50 by merryjest #7047
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Ethics is the science of moral values... the moral quandary found in Ultima V, for example, has never (to my knowledge) appeared in JRPG. The issue of ethics never pops up in JRPGs, becase 99% of JRPGs are linear storytelling with very specific story tropes. The story usually takes such a turn as to leave the player with little choice towards his goals and actions, because Evil Foozle needs to be killed or else all life on earth/Gaia/whatever will stop. The existence of an Evil Foozle usually throws ethical discussion out the window, because it is stupidly obvious that the only choice possible is killing the bastard before he kills everybody. This was subverted in Ultima V by having the question of ethical enforcement at the very center of the game: "Is government responsible for enforcing morality?"- as such, Blackthorn wasn't the Ultimate Evil Foozle as much as he was the logical extension of what happens when you answer "Yes" to that question. Ultima VI's apparent evil foozles are a red herring- and you discover that your actions in a previous game created this threat--- and how can you solve this in the most ethical way?

Honestly, games need to get rid of the 'wheel of morality' approach if they're going to tell an Epic Evil Foozle story, and focus on the story itself. If they want to go for an open world feeling with multiple endings and branches, then the 'wheel of morality' approach is more feasible-- as long as it is done right (in other words, not like Bioware, Bethesda or Irrational.) This is a consideration that will probably never pop up in the JRPG genre, though, as it is by tradition a very narrowly-defined experience.
Posted: 07 Dec 2012 13:49 by enigma530 #7050
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I always figured that Reputation systems were better than morality and karma systems. When you introduce a binary good/evil number, then you are being judged by the game and it's creators morality. Action X is objectively good and action Y is objectively evil.

But with Reputation, you are no longer being judged by the game, but my the people inhabiting the world. I always use Alpha Protocol and New Vegas as solid examples of this. Certain actions will bring you into favor with one faction and cause other factions to hate you. This helps flesh out the world and give players logical consequences for their actions. It allows for a bigger exploration of morality.

Also, The Walking Dead video game is a fantastic example of exploring morality and choice. If you haven't played it, you need to.
Posted: 07 Dec 2012 14:42 by merryjest #7051
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I have heard of the Walking Dead game and how solid the writing is-- and that the actions you take throughout the chapters actually affect how the last chapter starts between your characters (BIOWARE, PAY ATTENTION). TWD is definitely in my 'To play list--- but it is interesting that the game that seems to have pulled it off lately is not an RPG, but a good old-fashioned Adventure Game.
Posted: 07 Dec 2012 17:13 by enigma530 #7053
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I refuse to talk about it until you play it. I feel very strongly that spoilers would be detrimental to your experience with The Walking Dead.
Posted: 07 Dec 2012 17:38 by Tatsuya_Satoshi #7055
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Wow, someone has little experience with JRPGs....
But still, it's a well written article.

I'm just going to ask.
Is this a rant specifically aimed at Bioware?

And yes, The Walking Dead game is very well-written.
What's better is you don't exactly need to have watched the tv show and read the comics to get.
Posted: 07 Dec 2012 19:54 by merryjest #7062
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Tatsuya, I've been playing JRPGs since I was a kid in the 80s, from the first Final Fantasies and Dragon Warriors, Shining Force and Ys to the new Persona series, I've got a good decade on you as far as material goes. I played Chrono Trigger fresh off the cartridge, you were four at the time.

And no, this whole rant wasn't 'specifically aimed at Bioware', the article is what it is and it addresses precisely what it is meant to address, it's no skin off my nose if Bioware is particularly guilty of some of the more egregious issues down the line, they're just one company amidst a large sea of companies that are doing the same thing.
Posted: 07 Dec 2012 20:03 by Tatsuya_Satoshi #7063
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That's a very cute assumption and all, Merryjest, but please. Don't assume, and just stop. Focus on your article.

I read it more off as a rant against Bioware, and your replies to Enigma helped me see that even more. You may wanna look it over and see how I could come to that conclusion.
Posted: 07 Dec 2012 20:09 by merryjest #7064
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Um... Tatsuya.... your birthday. It is listed in your profile. It's 1991. It's not an assumption. Unless you are a time-traveling alien, you were four the day I opened my Chrono Trigger package.


And honestly? Considering you were trying to equate the Persona social link to ethics... I think I'm pretty safe in assuming that the general public will read the article for what it actually is.
Posted: 07 Dec 2012 20:19 by Tatsuya_Satoshi #7065
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I'm not talking about... Wow this is ridiculous.

Wow... That's really unc... Forget it. I'm not even going to bother.
Re-read it, don't really see the rant thing anymore.
Your article's all right.
Can't wait to read the next one.
Posted: 07 Dec 2012 21:11 by TriggerTonic #7066
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To defend Fallout a little, the whole 'destroying Megaton' thing DID seem rather stupid, but you did benefit in it in some way. You did get a new place (and lets face it, Tenpenny Tower is a lot more fancy then Megaton). It was a radical decision, that's a fact.

Also I'm surprised you didn't explore Fable, which also dabbles in ethics. It's really rather...THIS is obviously bad and THIS is painfully good. There is rarely a middle ground, which is rather funny.

I think when it comes to Ethics and games, the game would REALLY need to focus on it. Like The Walking Dead, it's main focus was making choices. One choice from one chapter can effect you until the last. But with games like Skyrim and Fallout, it has way too many more elements it's trying to throw in that it can't solely focus on ethics. At least, that's my view on it. -shrugs-

Though I agree, when dealing with Greda the Kind it was really just a one way trip to killing her. Maybe they should have explored that more.

And I don't think Tatsuya is wrong when saying RPGs deal with ethics. While you has a person cannot control what is happening, you sometimes deal with an spectrum of problems. At least again, that's my view. I can't say much for Persona since I have yet to play it (want to though), but I hear that's a good example.
Posted: 07 Dec 2012 22:14 by enigma530 #7069
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Nice defense, but to prosecute Fallout 3, you get a house for diffusing the bomb as well. This house is much easier to get to as well. Also, you retain the shops and quest hooks and strength bobblehead in Megaton. You also keep the karma/money dispenser in the mechanic in the water purifying room.

Tenpenny Suite is just too out of the way. Megaton House = 1 fast travel and then 1 load screen. Tenpenny Suite = 1 Fast Travel then 1 asshole at the door and 3 load screen. Plus, less room for loot.

Megaton is just clearly the best option.
Posted: 07 Dec 2012 22:20 by TriggerTonic #7070
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Hm, you got me there Enigma. XD Not to mention Megaton Survivors attack you once or twice.

All I was getting at is the option of blowing up Megaton DOES give you some perks. It may not be as good, but hey. It's something. I think it would have been cool if Tenpenny was able to use his 'influence' (according to him) to sway certain people in the game. Or even the fact you live in Tenpenny Towers come up in conversation and maybe sway some people.
Posted: 08 Dec 2012 10:14 by enigma530 #7079
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Oh. And saving Megaton get's the Talon Mercenaries to attack you over the Regulators. This is a good thing as the drop better items and die just as easily. MOAR PROFITS!!!
Posted: 08 Dec 2012 11:31 by TriggerTonic #7081
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Hm, these are facts.

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