What are some realistic moral choices in video games?

A few examples to drive the point through of how morality can be make to be a more interesting proposition in games.

Following my article on morality in video games yesterday and the resulting thoughtful discussion in reddit, I noticed that some people have trouble grasping what is wrong with the way morals work in video games or how they could possibly be improved within the framework of a video game’s limitations. One claimed that we can never have better morality without inventing a full-fledged AI first while another pointed out that a simple morality based on the reaction of others to your own actions would be the most realistic.

It occurs to me that perhaps the best way to illustrate what I’m talking about when I claim that video games are the best artistic way to explore ethics, is to present some examples as they would appear in a game and in a way that is compatible with current technology and some of the ideas I presented in my previous article. Hopefully this will clarify a bit my vision of a how a better moral system might work.

Since I started with Fallout 3, I’m going to continue using it as an example setting. In case you’re not familiar with this particular post-apocalyptic world, you may not understand some of the concepts I’m talking about such as “Supermutants” or “Ghouls”. In that case, perhaps you can find this link of some use.

Example 1: Lets imagine that our character has entered a bar in one of the smaller and more isolated cities to find a contact of his. While inside, he notices that the Ghoul waiter is being harassed by the patrons of the place as well as the owner. It seems that this place has a very strong anti-ghoul (or perhaps pro-human) sentiment. If the character intervenes at this point and comes to the defence of the waiter, the situation quickly escalates to hostilities as the xenophobic crowd labels you as a ghoul-lover and treats you accordingly. Your contact avoids you due to the amount of attention you brought to yourself (and you may even lose your quest). The prices in that town rise. People treat you with contempt etc. If your dialogue options are too aggressive you may end in a fight and by killing one or two people there, you make the guards come and attempt take you into custody and so on.

Lets say now that instead of intervening in defence of the ghoul, you join in the abuse and finally put the last drop. The Ghoul runs away and subsequently leaves the city. You forget about this event until one day you visit another village (perhaps a ghoul one) and find out that the one ghoul is now mayor or some other important personality for your current quest. Subsequently you get into a situation.

Or lets say that you opt not to do anything and let the situation unfold as it will. Unfortunately soon enough the ghoul is pushed over the edge by an unruly patron and things escalate dramatically. The ghoul pulls out a live grenade and tries to take himself and everyone else out. You survive, but perhaps some important personalities in that city don’t, such as the contact you were trying to see. Your inactivity lost you the quest.

Now the way this event is scripted is so that there are no perfect solution and no way to avoid taking the consequences of your (in)action. This is an attempt to simulate how the real life works, where there’s no clear “good” path, sometimes inactivity is as bad as doing evil, and very often, doing the good deed is far more costly than not. The interesting part comes from the fact that sometimes you may not like any of the available options but you still need to make one which lies in some kind of grey area. This makes people not only agonize on which choice is better but significantly adds to the replay value as next time you’ll make another choice to see where it leads you.

Now lets add some of the ideas I brought last time. In the case of factions the effects will be predictable. Doing nothing will probably leave you neutral in the eyes of the current settlement and perhaps lower you status in the eyes of Ghouls. Opposing the crowd will significantly drop your reputation in the current settlement and improve your ghoul standing, while abusing the ghoul will drop your reputation for ghouls and perhaps the new settlement you’ll find it later while increasing your reputation for the current settlement.

Now lets also consider that we have implemented alternative moral scales to the good/evil and one of them is about xenophobia/xenophilia. Lets say that during the course of the game you’ve spent significant time defending other ghouls and supermutants from abuse, you’ve helped in their quests and so on. As a result, you are very xenophilic towards impure humans. Now the game changes the script and due to your reputation, the ghoul comes to you explicitly for assistance. Do you turn it down and lose “karma” in that scale or do you follow your principles and help it despite the steep consequences? This might become even more agonizing since losing karma in that scale might disable (or make more difficult to acquire) a particular perk which relies on you having enough of a rank in it. On the other hand, if you have spent most of the game treating impure humans like shit and are xenophobic instead, when you initiate any discussion with the ghoul you can’t avoid but escalating the situation to the grenade situation (i.e. all other dialogue options are disabled). Now your intolerant nature (which you’ve built-up in the rest of the game) has cost you a quest or perhaps some serious amount of money in the future.

Much of this example is not really that much different in what has been implemented many times already but there’s one significant difference. You see, most of the time, when game designers create such a scenario, they can’t avoid giving you some blatantly obvious “good” choices and some blatantly obvious “bad” choices and then limit you to choose among them. They would for example create a dialogue path that completely defused the situation and let everyone happy, or a scenario where you kill someone, or one where you ask for money in some way. But the tough part about morality is that there’s more often than not, no “good” choices to choose from and the player is forced to make some tough decisions that he’ll have to live with.

Even the scenario above for example, limits the consequences of my actions generally to my own character, but occasionally, it is far more gripping to see events that don’t affect your character in a material way, but rather deal simply with morality. This is where the multiple morality scales can make the game better, as they will serve to record such choices or inaction and affect you in more subtle ways, such as in which perks will become available to you. Lets see another examples of how this might work.

Example 2:You are along the wasteland and see a bunch of slavers transporting a bunch of slaves for sale. Helping the slaves would move, lets say your  liberty scale towards liberty. Doing nothing would move it slightly towards domination, buying the slaves and freeing them would move, lets say, your pacifism scale towards peace and so on.

This is an example where doing nothing does not have direct negative consequences (for non-role players that is) but if you really wanted to play a liberty oriented character, ignoring all instances of slavery would likely cause an issue in obtaining some perks or joining some faction and so on.

Example 3: A city you are visiting is being attacked by raiders. You help drive them back but then the townspeople drive off and capture the remaining ones. When they come back, they decide to turn them into their slaves as punishment for their crimes. Allowing this to stand will decrease your liberty scale but increase your justice scale. Trying to stop this would increase your liberty scale but might ruin your relations with the city. Joining the hunting party might decrease your liberty scale even more.

This kinds of actions will allow you to flesh out and move your character to a specific orientation even if you’re not particularly interested in role playing (i.e. if you haven’t decided before hand what your personality will be). Then as the game progresses, you can see how what actions come to your naturally affect the views of everyone else about your character. You may think for example that you only work for a fair price but others might see you as uncaring and slavery supporting (because you didn’t free those poor slaves). Or you may think that you are someone who protects the weak, but you also end up looking  domineering.

In short, I hope my examples clarified that morality in video games should not simply be about material rewards but about making players realize that there’s no easy answers that one can pick as the “good” or “bad” ones and even neutrality has a cost. By making these effects either indirect or simply leave them to the imagination of the player, we can provide the basis for some interesting thinking as well as the opportunity for a good role play experience.

How can we design a fulfilling moral system for a video game?

RPGs are the perfect art medium to explore moral issues. Here are some of my thoughts on how we can move towards this.

I recently started replaying Fallout 3 but this time with the addition of a few truly excellent modifications. I won’t got much into this other than to say that Fallout 3 seems to be 100% better when modded but the main thing that  struck me as I was going through the quests is how unfulfilling the moral choices and the relevant moral system is.  It’s nothing more than a Good/Evil scale which seems to telepathically travel around the world making everyone have similar reaction to your character.

I can’t help but be disappointed by it, especially for a game which for some reason has been praised for its wealth of moral options. I guess this is to a large extent due to its open nature and the number of side-quests to take which generally devolves to helping some person for free, helping some person for a reward, or killing them and taking their stuff. Much of this is caused of course by the limitations imposed by full voice acting but that doesn’t change the fact that one feels severely restricted.

Fallout does better than most still, you often have a choice on how to help them and so on, but then the arbitrary karma rewards/punishments come around and travel telepathically around the world which really takes away from the immersion. Fortunately I have a mod which can hide the Karma messages but I can’t escape their effects which makes it very weird when a village I’ve saved from certain doom starts being hostile to me because I murdered a tribe of cannibals and took their stuff, on the other side of the world.

The only way I’ve figured I can immerse myself in such a game is to decide before hand what my alignment will be in terms of a few ambiguous moral rules and stick to them, come what may. For example in the current iteration for example, I’m trying to play a “the needs of the many overweight the rights of the few” kind of character, who is also extremely xenophobic in terms of “weirdos” (i.e. all that are not “proper” humans) and see where that gets me. This leads me to be very nice and fuzzy to humans but extremely callous and downright evil to everyone else. Karma can’t represent this in any meaningful way and thus I end up stuck in the middle as “neutral citizen”, while my relations to most people, human or not, are generally cold. This only is interesting because I keep the experiences of my character in my own imagination as the game does not provide me with any real effect from my actions and even then, the game insists on making things difficult.

For example, in the scenario with the Cannibals Raiders above, I managed to let me talk to their leader at some point but there was no possible combination of dialogue to make them hostile to me once they became friendly. Sure, I could choose between 3 different options to resolve the quest I was in peacefully (all pretty much similar), but none of them fit the personality I’d chosen for my character: The fact that I do not deal with freaks and especially cannibals. There wasn’t even a dialogue choice I could choose to tell them that I was about to wipe them from the face of the earth. I could only proceed to an unprovoked attack which more so ended up triggering a game bug making me fail my quest if I didn’t do it right.

So I started thinking how this could possibly be improved in some significant way so as to capture the more complex effects of my morality. I had a few ideas but then I found this video online and I noticed that it had expressed a part of my thoughts very concisely.

So obviously the concept of factions would go a long way to make the moral system more realistic. Just imagine if one faction asked you to perform a quest which went against the interests of another faction who, when you ended up causing them enough trouble, would mark you as KOS or something. Or if one faction improved their impression of you after word that you wiped out their enemies spread around. Fallout 2 in fact had this, where the reputation system kept track of how each settlement viewed you but in this third iteration, they decided to dumb down the game to the simple good/evil dichotomy.

But further than factions, I’m thinking that games are truly the artistic means where it’s the best way to explore moral issues. Books and movies can only give you a perspective but it’s limited by the ideas of the author and how much one can identify with the characters. However RPGs are made for identifying with the main characters and the freedom to explore paths we wouldn’t normally experience or choose allows for some really interesting thoughts.

Imagine for example, if instead of one Good vs Evil scale, we had more than one, not necessarily as a graph like the video above suggest, but rather as separate counters which moved to either side depending on your actions in the world. Lets imagine for example a gender equality scale where a new character starts in the middle. Depending on the character’s interaction with males or females of the world (i.e. you should get on occasion phrases which allowed you to marginalize particular genders, such as dismissing the opinion of a female or something) this counter would move in either direction.

Now lets say that you have started acting like a misogynist. Initially you would have a few dialogue options which would allow you to move your scale to ther misogynist side of the scale. As you started to move towards it, more and more of your dialogue options would involve being outright sexist, until for example, you wouldn’t be able to refer to females without calling them “chicks” or “bitches”, even to their face. Now obviously this should create friction in the interaction with the women of the world and even a lot of the males through their dialogue, making for example feminist storekeepers have higher prices, women companions desert you and so on.  On the other hand, you could make it so that the player who reaches the far ends of misogyny be eligible for special perks (like the one which is already in the game giving extra damage vs females), special quests and so on. The fact that the initial steps one made into misogyny (i.e. the dialogue options one selected) might not be obvious and yet eventually the player discovers him/herself having progressed towards it might be an interesting result for people who have not even considered how their words and behaviour can be perceived. Not only does this make an interestnig role playing experience, but it might provide people with a new perspective.

Likewise, someone staying in the middle of the scale, at equality, could also be eligible for a perk and might get positive reactions from similarly minded people or factions or negative reactions from sexists.

Other similar scales could easily explore stuff such as racism (even if that is limited to the fantasy races of the game like Super Mutants and Ghouls) freedom of personal choice, mutual aid, respect for property, charity and so on. Therefore, you would not have good or evil characters but you could have a more detailed map of a personality which would be really tough to claim as simply good or evil.

For example. how would you label a person who is really strong in standing by and protecting his people but does not respect those who do not follow traditional values or are not human? How about the one who respects the individuality of everyone but sees all interactions with others through monetary exchanges? How about the one who believes that might makes right and that the more powerful deserve to rule but that one should always protect those who cannot protect themselves?

Most people would probably find a mix of good and bad aspects in each of these examples and the good about an RPG is that it allows you to Role Play such a character and see the world through their eyes. Sure, this is nonetheless limited by the developer’s creativity and possibly impossible to properly represent in the dialogue of a full-voice acted game but even so, you can still go at least halfway through a faction system plus specialised abilities and quests in case someone reaches an extreme moral value.

I hope we’ll see something like this in the future or even better, perhaps this is something that could be modded into the already existing games. Certainly when one can implement a scale for good and evil, one can also implement 3 scales for the moral values they’d like to explore in their game. One could even go for more, but as the video above mentioned, sometimes exploring only a particular moral value can be far deeper than a shallow good vs evil concept which cheapens the morality of the game rather than enrich it.

Still Alive

I’m back from Greece and the world’s once again in alignment

Quick post to let y’all know that I’m back from my 2-week vacation in Greece. Depending on my mood I may post one or more articles and photos about my situation and/or things I did over there. Other than this, I’ve now moved to WordPress 3.0 and I’m fairly excited about the new features it has. Unfortunately the HemingwayEx theme I have does not support most of them, even though it should given it’s hacks to use custom menus on top. Fortunately I’m currently its main developer so I aim to add those features in the short future.

Quote of the Day: What Logical Principles are for

A quote explaining the main error right-libertarians and “anarcho”-capitalists make.

Quoth Sidney Hook (Quoted in turn by Corey Robin)

The extraordinary virtues Miss Rand finds in the law that A is A suggests that she is unaware that logical principles by themselves can test only consistency. They cannot establish truth….

This is something that needs to be drilled in the minds of all right-libertarians who insist that they can describe reality without requiring any empiricism at all. From the “A is A” Randroids to the “Human Action” Misoids.

Will Mortal Kombat: Rebirth survive its transition to a profit motive?

The Mortal Kombat: Rebirth short film was nothing short of awesome. I’m worried however that moving to the big screen, will take away all that did make it awesome.

MKDL
Image via Wikipedia

In case you missed it, a few days ago the most amazing short film emerged based on the re-imagination of the Mortal Kombat franchise. I think every MK fan in the world must have seen it by now so I won’t embed it again. However today I read this intereview from the guy who made it and it didn’t strike me as a great surprise to find out that the short film was made out of love for the MK theme and through the donation of time and equipment of people with similar vision.

The result was a short film made of pure awesome. Something which (for me at least) brings the vision for an MK movie to what it really should have been from the start. Gritty, Brutal and Horrific. Something truly made for adults and not children. The short film was created in order to sell the idea of an MK reboot to Warner Brothers and therefore make a whole movie and given the reaction it has received, there’s no reason to expect this will not go through.

However this also nicely fits in with what we’ve discovered bout human motivation which is that what humans do out of an interest to achieve a quality result and via self-management is always of higher quality than what is created in order to make money. This short film was created in exactly the same way. It’s director knew he was not getting paid for it. The people volunteering knew it as well. They had the right motivation and thus the result is excellent.

What will happen though when they try to translate this vision to the big screen? When their main drive will be profit and corporate management will take away much of the self-management of the staff in order to make the film sell more? What will happen when they make it PG-13 in order to tap into the teenage audience? When they start trying to just pile more and more special effects for the “Wow factor” that Holywood is so obsessed with. When the various IP pendlers intervene and try to get a cut (which is already happening).

Speaking of IP, this is also an excellent sampla of how such concepts prevent creativity rather than create it. The Director created something awesome out of the ideas that came before him. He didn’t do it to get a new piece of IP as the idea behind the laws would have you believe. He made it because we wanted to create something awesome. In this case, copyrights and trademarks are only going to delay and take money out of production rather than promote creativity. I.e. they will fulfill their classic role of delaying creativity.

But I digress.

I hope that I’m proven wrong and hopefully at least, the first film made out of this concept will be as awesome as the short trailer. The sequels, if The Matrix is anything to go by, will not be anywhere near as good anyway.

Είδωμεν…

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Your democracy is built on totalitarianism

Is your society free when it’s building components are unfree?

I wonder how people can still think they are living in a Free Democratic Nation™ when their whole live revolves around profoundly undemocratic institutions save for a few hours ever few years where they get to pick among those choices predefined for them. How can you call your life anything democratic when your jobs resemble state socialism, your schools resemble prisons and your army resembles totalitarianism. How can people seriously consider themselves free when they only have the choice between unfree options?

Seriously, I read this article about boot camp (h/t Broadsnark) and how much people are conditioned within to accept the most totalitarian institution. How all semblance of individuality is wiped out and replaced with unthinking collectivism and sheer killer instict. How can a free society claim that it requires an unfree institution to survive? Does not compute.

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"I work at the Red & Black. Ask me Anything."

A worker from the collective of the Red&Black answers your questions in reddit.

No, no. Not me. But given the recent brouhaha with the Red & Black cafe expelling (oh horror of horrors) a cop, I thought it might interest you to ask some questions to a person working there. You can ask in the thread in /r/Anarchism and you should also check the crosspost in /r/IAmA where some interesting replies and questions have been asked by the general populace.

Regardless of what impression you might have got from the outraged middle class christian suburbanites, not everyone is against the R&B and arranging a huge boycott. In fact, most of the people where quite supportive of their actions.

Quote of the Day: There's no good cops

Where oh where art the good cops?

Breathalyzer
Image by JOE MARINARO via Flickr

Hamakua skewers the classic police apologetics that “therey’re not all bad” in a very amusing way

Honestly? Fuck that. I am judging them all by the apathy of the many. I agree with the earlier post, and I believe every single fucking cop should stand up and strike every time one of these rare (yeah fucking right) bad apples “steps” out of line.

I have cop friends too, with cop families, and cop dinner tables, … with you know what? Fucking cop stories… I have heard them and I can observe the attitudes, of not just the cops, but the family, the friends, the other co workers…. It’s like a bunch of racists… except remove “race” and replace it with “us” and “them”. Meaning cops and non-cops.

Don’t give me any crap about how you have cop friends. You aren’t fooling anyone singing their defense or their praise. They should be held to a higher standard, and in fact are held to a much lower one… and you make excuses for the good ones? There are no good ones, there are apathetic ones and bad ones.

Forgive the rant, but I hate apologists.

And fucking don’t forget, they weren’t drafted, or forced to become cops, they CHOSE to become cops… it’s not like a color of skin, or ethnic background, it’s a fucking power grab.

That’s exactly it people. If there are good cops out there, they fail to publicly display it. They fail to condemn the action of their colleagues. They fail to stand up to abuse being dished out in front of them. How many times have you seen a video of one police officer getting putting his body between a police officer and his hapless victim, even forcing them away if needed? How many times have you seen a suspect being released from a questionable arrest due to the actions of another officer? How many strikes and marches by police officers have you seen against police corruption?

Perhaps such incidents exist, but they are not simply the minority, but such an overwhelmed minority that they might as well not exist. If police officers really showed that they were willing to fight on the side of the people, perhaps those people (who are not servile apologists of power) would fear them less and respect them more. And then, those few good cops, who have proven their goodness, might even be allowed in an anarchist cafe if they are sufficiently known.

But until then, it’s safe to assume that the cop you see in front of you, is as rotten as the rest of his peers. It’s not that good cops may not exist, it’s that the good ones don’t become cops, leave the force or stop being “good” eventually.

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To Serve and Protect…

The largest and most brutal street gangs are those paid by your taxes.

Here’s something to challenge your paradigm in case you still believe the police are there to serve and protect you

Watch the second and third part as well (not to mention the whole thing). Especially the last story (starting at the end of part two and the whole of part 3)  is gut wrenching in the callous and inhumane behaviour of the police, not to mention how the state naturally protected its hired thugs from legal backlash.

And then you wonder why Anarchists feel threatened by police presence and want them nowhere near them.

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Disappointing: Kiva is hosting loan-sharks

I once supported Kiva as I thought that even when flawed, it’s doing its best to support people. But now I see that they don’t even try.

Loan Sharks
Image by DennisSylvesterHurd via Flickr

I was a cautiously-neutral to the service of Kiva. Even though I was excited when I first discovered it, the criticisms of micro-lending and the fact that such a service is impossible to make any actual change and serves mostly to give a “feel-good” feeling to people in the developed nations made me lose a lot of that excitement.

Still I still had made a few loans at the beginning, and as those were paid back, I simply re-loaned them to people who would be charged as close to 0% interest as possible. Unfortunately. Kiva makes this selection extemely hard. Harder than it needs to be. Not only do they not display the interest the partner will charge to the person you are considering giving a loan to, but the interest rate charged by a partner is also the last thing you’ll find about them. It’s like Kiva is consciously trying to cover up the absurd fees some of their partners are charging. They do not even provide a search function based on interest rates which would at least come extremely handy.

But still, until now I was tolerant to the idea of Kiva mostly because even though most of their partners where charging a high amount, it was still lower than the median rates of their area. However this has now changed for the worse. Not only do most partners now seem to hover around the median, but I’ve just seen one of the most digusting examples I could find within Kiva

This partner charges double the interest and makes double the profit that most lenders in their country. This is a loan-shark put simply. And yet. This is a Kiva partner. Pathetic. I don’t even know if this partner existed like this from the beginning of Kiva or if they increased their interest rates later on. Their URL number seems to indicate that they were one of the earliest.

This is the last straw for me. I can’t even remain neutral in the face of how Kiva uses the mutual-aid sentiments of people to support the debt-enslavement and debt-abuse of the most unfortunate. Until Kiva can provide a way where people can discover those partners which charge close to 0% interest (Do you have any anymore Kiva?), then I would suggest you stay away from it. It seems Kiva is simply becoming a useful tool in the hands of those who only wish to profit on the backs of the poor.