
Clint Hocking nails it as far as morality in games is concerned:
When canned, discrete moral choices are rendered in games with such simplicity and lack of humanity, the message we are sending is not the message specific to the content in question (the message in the canned content might be quite beautiful – but it’s not a ludic message) – it is the message inherent in the form in which we’ve presented it: it effectively says that ‘being moral is easy and only takes a moment out of each hour’. To me, this is almost the opposite of the deeper appreciation of humanity we might aim to engender in our audience.
He also points out that early pioneers of film didn’t care about making them morally uplifting, and it certainly wasn’t a bullet point on film posters. Morality isn’t something that can be bolted on to a game as a feature, and typical games are fine; there’s room for everything rather than necessity for a single vision of what they should be. It is somewhat depressing to see session titles like “Five Ways a Video Game Can Make You Cry“, as well as Michael Samyn trolling the rest of the games industry for publicity. I don’t think alternate approaches should be excluded, but I switch off as soon as any of them seem to be proclaiming themselves as the one true way for game development.
Many approaches to morality have been rubbish, whether central to a game or not. While it is an excellent game, GTA IV failed to imbue any sense of drama in the (potential) death of Kate McReary, on account of her being a non-beneficial time-sink to the player. Ostensibly, it was a part of the story hinting that maybe Nico could progress beyond a life of crime, but this was never extended in the theme or mechanics. The character motives diverged from all of the incentives given to the player, but never mind, it was an excellent game.
Bioshock: Binary choice, excellent game in spite of this, not because of it. Fable: almost exactly the same story, with different main character aesthetics and AI responses for good and bad playthroughs. Made very little difference to the experience, but never mind, because it was beautiful and fun to play. The closest attempt I’ve seen to getting it right was S.T.A.L.K.E.R., which had seven endings, five of which depended on your aggregate actions during the game, and there wasn’t a giant indicator on your HUD throughout proclaiming “You are a BAD Stalker”. In the happiest of those five endings, your character went blind. The other two of the seven comprised a much harder to find binary choice with ambiguous moral outcomes. It was far from perfect, but interesting, in that it was closer to being a literary facet than a marketing bullet point, mostly by virtue of dodging obvious symbolism and not exposing the bones of the system to the player.
From commercial blockbusters to vague art games, attempts at morality have so far fallen flat. For a medium that is fundamentally about play, inclusion of a moral dimension seems to involve very little scope to actually play with it, instead offering an opportunity to perform the same actions upon targets designated as good or bad, or perhaps “deserving it” and “not deserving it” by the developers.
I have no doubt that the people who made any game with an attempt at a morality sim included care enormously about the future of games and want to expand their remit, but anyone who sees morality systems in games as a commercial problem needs to take a serious look at their business plan. Clint Hocking has way better ideas on how to make games deeper, more interesting and possibly even informative of morality: It’s not in the scope of a single production, it’s about cultivating development communities that will make games containing subjects they care about.
(CC image by denn)