You and your three companions step out of the elevator doors to a peaceful scene: an airport lounge milling with unsuspecting bystanders. No one has seen you, or the machine guns. In an instant it’s all over: a shower of bullets, screams, falling bodies, and blood-stained carpet. Your companions have moved on, executing those left alive. What do you do?

The emergence of morality in video games is arguably one of the most important innovations of the medium to date. Like in the above example from Call of Duty: Modern Warfare 2, giving players moral choice is a progressive development in games that adds more weight and substance to player decisions, leading to a more immersive and satisfying experience. Whether it’s abstaining from shooting civilians while infiltrating a terrorist cell, saving or harvesting Little Sisters, or holding the fate of the Capital Wasteland’s people in your hands, moral decision making in games is becoming an increasingly popular aspect of game development.

But is it all an illusion?

Morality is not a black-and-white concept. Reality is very seldom as simple as a choice between good and evil; the spectrum of moral behaviours is as complicated and consequential as our emotions. Instead of mirroring this complexity and including moral choices that lead to genuine in-game consequences, video games often do the opposite--they present a watered-down version of moral choice that ultimately results in players having to choose between good or evil: to harvest or not to harvest (BioShock), to be “paragon” or “renegade” (Mass Effect), to kill innocents or to save them (inFamous), to have a halo or devil horns (Fable II).

In this GameSpot AU feature we will look at the problems arising from morality systems in video games, and seek to answer why morality is needed in games, why moral choice is so often just black and white, and what developers can do to change this. In Part One of the feature we’ll speak to philosophers and game theorists and in Part Two we'll speak to developers to find out whether complex moral choices are needed--or wanted---in games and how morality systems can be improved.

Call of Duty: Modern Warfare 2 deals with tough moral issues.

Morality 101

In a nutshell, morality refers to the codes of conduct that form the backbone of a society. Generally, morality is concerned with how people should behave rather than how they do behave. Morality can change over time and take on new meaning as people and environments evolve--for example, slavery was once accepted as morally permissible, whereas now it is accepted that enslaving another human being is immoral. In philosophy, morality and ethics go hand in hand: morality pertains to certain rules and codes of conduct while ethics pertains to the application of these rules in society.

Morality as it applies to video games can be thought of in much the same way. Players are most often asked to decide on a morally correct or incorrect course of action. This pertains to in-game behaviour and, in most games, is intended to shift the outcome of the game in one way or another depending on what the player has chosen to do. However, as we will see later, it is most often the case that these in-game choices have little or no bearing whatsoever on the end outcome, resulting in an insincere portrayal of morality. But why should we care? Why do we need morality in games at all, when it’s perfectly obvious that some games function perfectly without it?

Emil Pagliarulo, lead designer for Fallout 3, knows that morality does not play a role in every game. He does, however, believe that if the scope for a moral system is there, it’s up to the developers to make it work.

“If it makes sense to include moral choices, if that’s something central to a game’s themes or gameplay, and it makes the game a more enjoyable experience overall, then morality certainly has a role,” Pagliarulo said. “In Fallout 3, the struggle of people in a post-apocalyptic wasteland lends itself perfectly to a morality component, so for us, it was a must," he said.

“It’s the job of the developers to define their experience for players, and determine exactly where each system fits in. Is the game fun in a hack-everyone’s-limbs-off sort of way, or is it fun in a wow-this-game-made-me-think-and-did-stuff-I-never-expected sort of way?”

For Pagliarulo, the appeal of a morality system is to break the monotony of experiencing the same thing over and over again. He says gamers have come to realise that there isn’t a lot of experimentation or thinking outside the box in the games industry at the moment--for every LittleBigPlanet there are five first-person shooters with the same mechanics, structure, and story. But morality systems shake things up; gamers have to think about their actions and choices and, more importantly, the reasons behind them.

“I think players simply get tired of experiencing the same things over and over and over in games. Frankly, it gets boring. When morality’s involved, the simple act of shooting a bad guy isn’t so simple anymore. You’ve got to ask yourself, 'Well, is he really the bad guy? Was he maybe just trying to defend himself? Should I really be doing this?' So just the act of questioning what you’ve done a thousand times before instantly makes it different, and more interesting, and therefore, in a lot of cases, more fun," he said.

For Fallout 3 designer Emil Pagliarulo, morality in games breaks up the monotony of playing the same thing over and over again.

BioWare writer and designer Mike Laidlaw agrees that morality adds depth to games. He says that even when morality has no long-term impact in the game world, a game with a morality system is better than one without it.

“The role of a morality system is a means by which a game can be aware of the way a player is interacting with the in-game world; in some ways it’s a way for players to measure their own progress in a certain way. It’s also a mechanic that lets us realise that these choices have some weight. It helps players understand that the things they’re doing and the choices they’re making have an impact beyond the moment," he said.

“Even if it doesn’t have a long-term effect, it still forces players to think about those moments. I’m not saying that every morality system ever made is the best thing ever. I think in general, anything that makes a game more interactive, whether it’s successful or not, is good. It plays to the strength of the developer and the medium. I can’t defend it in all cases, but when it’s done with a good intent and done as well as it can be I think it makes the player engage with the game on a deeper level.”

Most games portray a dualistic morality system: regardless of context, players end up playing as either ‘good’ or ‘evil’ characters. Some games employ a ‘morality meter’ that promises to keep track of players’ in-game actions and change their experience accordingly. Sadly, this very rarely happens--most games that promise a tailor-made experience according to player choices end up disappointingly consistent and devoid of any real consequences for a player's actions. This results in an experience that feels like it has more depth but very often just has the illusion of depth. So why is morality in games so black and white?

BioWare writer Mike Laidlaw says morality adds depth to games like Dragon Age: Origins.

Peter Rauch, a Comparative Media Studies graduate from the Massachusetts Institute of Technology (MIT) in Cambridge, MA, is a veteran gamer: in his own words, he’s been gaming since he was “old enough to stand on a milk crate to reach the joystick at arcades”, and he’s been studying them ever since. His last years at MIT were spent researching morality in games, looking at how moral arguments could be used in games to encourage players to pay attention and provide new ways to think about it in the real world.

“What I’ve found is that video games are a great medium for provoking discussion of moral issues among players who already think a great deal about such things,” Rauch said. “However, most games use a hodge-podge of different moral systems and when these conflict, the result can be bizarre.” Click on the Next Page link to see the rest of the feature!

347 Comments

  • sanjeev3

    Posted Nov 20, 2009 4:18 pm PT

    @ dave0015 "Thats what games are for, doing things that u cannot do in real life"
    Yea... that's exactly what this whole article is about. A moral choice for Fallout 3 for example. Either activate a nuclear bomb and blow up a town and earn plenty of cash and such, or save the town and its people but deactivating the bomb in the town. Can you do that in real life? no... halfwit...

  • gogan1111118

    Posted Nov 20, 2009 1:50 pm PT

    this discussion has come to light particularly because of the appalling efforts of infinity wards Call of Duty:Modern Warfare 2.
    I would suggest there is a 3rd option apart from choosing the path of "good" or the path of "bad" when you come across a game like this. Simply switch it off and delete it or better yet don't buy it.

  • TechnologoDoom

    Posted Nov 20, 2009 7:44 am PT

    Just posted a blog continuing this topic - that is if you'd like to post more than say 1500 or whatever words, which i wanted to but of course can't in this specific venue. Check it out or don't, whatever you like - http://www.gamespot.com/users/TechnologoDoom/

  • barryjones009

    Posted Nov 20, 2009 4:23 am PT

    The game Publishers could use a little more morality.

  • Tamriel

    Posted Nov 20, 2009 4:14 am PT

    As a suggestion for future games, if morality is included, there should be some reward to both choices, making them difficult to make. If helping someone will mean no cash now but an additional supporter later then its a choice, what do I need and how is best to obtain it. Or having a split storyline such as the dual nature of "I am Legend" where the Doctor saw the zombies as zombies, whereas the zombies considered themselves human and that the Doctor was a maniac who hunted them in the night. Now say you turned that book/movie into a game where the story unfolded completely on both sides. If you played as the Doctor without ever questioning what you were seeing and just killed the zombies as was, then you'd feel like a douche when you're chatting with your friend later and realised they had played almost a completely different game because they had let a dozen zombies live and found out what they really were and the game turned into saving rather than destroying. Now that would be a twist based on morality that would make you realise when your mate told you you'd missed half a game that you'd say "hey, why didn't I just not kill those few zombies? am I really that heartless?"

  • swimbearuk

    Posted Nov 19, 2009 2:20 pm PT

    It would have been nice if abstaining from shooting civilians in MW2 had an effect, but unfortunately it makes no difference to the story at the end of the mission :-(

    The problem with having too many moral choices in games is that they have the potential to persuade gamers that something is moral or not because of how it is presented. The consequences of those choices are also the opinions of the author, rather than the real consequences. As long as morality is put in place in a responsible way, there's not much of a problem, but it could be misused to fulfil a political agenda.

  • masterchiefnev

    Posted Nov 19, 2009 12:58 pm PT

    nice article. i don't see a problem with the current implementation of a morality system in video games. in much the same way that shooters aren't "realistic" because one bullet doesn't kill you, a morality system can't be realistic enough to satisfy everyone's desires for a more in-depth gameplay experience. Quite frankly, i wouldn't want that type of realism in a game, and i feel like asking for much more than a trivial morality meter is asking quite a lot more of designers than it appears. Sure, there's more to life than the shades of black and white we find ourselves a part of at the finale of most RPG's, but if you're not perfectly good or downright evil you've probably been doing something wrong. I know that personally, I'd be a liar is i said my character's choices didn't make them akin to either Mother Teresa or Hitler by the end of any game with a standard morality system. Making a more complex one would just add a plethora of trivial choices to a list of already bland moral distinctions. We're either going to give the NPC a new house or murder his family. No need for an option to just kill his cat and leave him a pie baked with ethical indecisiveness.

  • Kevu

    Posted Nov 19, 2009 12:10 pm PT

    Nice article, but I don't think I EVER want people to get "real moral wisdom" from video game designers. I realize we can't all have present mothers and fathers and I'm sure the developers are great people and all, but the entertainment industry doesn't strike me as a good place to get life advice.

  • hastati4

    Posted Nov 19, 2009 11:40 am PT

    If you've played Dragon Age: Origins, or any of BioWare's games, for that matter, you are experienced with pretty tough moral choices. For me, they're really not that tough, because I simply judge my character's personality to figure out what choice they would make. They certainly add great amounts of depth to games, and really let you roleplay and create a great personality for your character.

  • ObLaDiObLaDa

    Posted Nov 19, 2009 11:12 am PT

    Pretty sweet article and i agree... Moral choices in games can make you feel like real hero. GTA has no moral choices,you just execute what is good for you,the only moral choice is whether you are going to drive your car right and you aim you gun right... Compare gta to fallout and you will understand...

  • hahnasty

    Posted Nov 19, 2009 10:58 am PT

    I think the Fallout 3 guy is right... it just makes the games more interesting. Making moral decisions just makes you feel like you are controlling the outcome and not just playing a perfectly staged out game. Plus having both good and evil decisions provide the game with better replay value.

  • swoosh18

    Posted Nov 19, 2009 10:45 am PT

    hmmm.. do i want red lightning? or blue..

  • tehepicpwnzor

    Posted Nov 19, 2009 10:43 am PT

    @myronatasslov: that made sense... I guess what I'm saying is that there's a game with outstanding gameplay with zero morals and an outstanding game with morals, the game with morals is bound to do better on the market. It's true, manhunt was crap because it had zero morals, and the gameplay of something the developers probably spent an hour on. One of the reasons, I think, CoD4 was such a gargantuan moneymaker was that it had outstanding gameplay, but it also held a respect for morals. GTA IV sold well, but CoD4 still owned it because a ton of people just said no way. Then MW2 outsold them both. Partially because it was epic gameplay, and there were no major moral issues.

  • parazitu001

    Posted Nov 19, 2009 10:07 am PT

    in "The Witcher" morality options were grey or greyer not black or white

  • Emraldo

    Posted Nov 19, 2009 10:01 am PT

    A morality article without mention of the Witcher? C'mon Gamespot, get real.

  • tarantyno

    Posted Nov 19, 2009 9:42 am PT

    My oppinion is that morality in games is good,as long as we still feel that its unreal. It needs that invisible fence to restrain us from actually not being able to sleep at night as a consequence of an in-game decision. Games are constantly evolving,the best ones even having a more mature target-audience. Its quite possible it could become a larger industry then the moviemaking,because with the evolution of realism imitation,the "audience" is actually living the experience through a character.

  • punkpunker

    Posted Nov 19, 2009 9:10 am PT

    BTW who allows those kids to have access to these types of games anyways? kids now are spoilt brats

  • Chalky3279

    Posted Nov 19, 2009 8:49 am PT

    No game has captured the complexity of moral behaviour nor is it necessary. I think you could run the risk of overcomplicating the story. Let's just play the games and have fun.

  • nullvision

    Posted Nov 19, 2009 6:38 am PT

    A discussion about morality in video games that doesn't mention GTA as basically the inventor of the whole 'moral choices in video games' concept, at least in terms of realism and basically the whole cause of the discussion about video game morality choices is a meaningless fluff piece.

  • 2point5RSman

    Posted Nov 19, 2009 5:24 am PT

    The Witcher was a game that had many grey areas. Im quite suprised they did not adress that in this article, it would be the closest to what they might consider "getting it right"

  • brok

    Posted Nov 19, 2009 3:18 am PT

    I think Fable is the worst offender of this. God or Bad, Good or Bad... it's as simplistic as a Choose your own Adventure, and no more complex than say, the road route variation in Outrun. The problem is it pretends to be so much more. Did Outrun use different routes as a selling point? Of course not, because it's insignificant next to the overall gameplay. When you're waxing lyrical about your game's good or bad choice system, you're basically saying that's the part of your game you are most proud of. Not really the best of ideas.

  • MacenKrace

    Posted Nov 19, 2009 2:06 am PT

    Morality is choice+choice=choice. I don't wanna see pedestrians in a deathmatch in R2.

  • ekul13

    Posted Nov 19, 2009 1:26 am PT

    i liked bioshocks morality. it was easy to understand and it wasnt just black and white. they were monsters, not people them little girls, it even said so in the game. so it really depends on wat kind of person u are. also on that "russian terrorist mission" in MW2 has anyone heard of a lowly, unknown game called GRAND THEFT AUTO.

  • myrontaslov

    Posted Nov 19, 2009 1:20 am PT

    @ tehepicpwnzor, I think you missed the point of the article. The article is not trying to suggest that games need to be more moral, that is something that individual players have to sort out on their own. I can respect your decision not to play GTA IV for its content, in the same way that I don't go to Catholic Mass because I'm not Catholic. The question is how are moral systems implemented in video games and whether they enrich the game experience, or if they simply fail to engage the players. Video games, like all forms of art, will not speak to every one who tries to interpret them the same way. Market forces show us that games with an intense focus on gratuitous, aimless, or amazingly brutal violence do poorly. Look at Manhunt, Manhunt 2, and State of Emergency, all also published by Rockstar, but never even came close to the astronomical sales of the GTA franchise. Clearly, most gamers want more than just sheer, senseless violence.

  • ColdP1zza

    Posted Nov 19, 2009 1:02 am PT

    People here are always saying "I know the difference between video games and real life" so its okay to have tons of violence in video games because its not real. So why are people making such a big deal out of the "No Russian" mission in MW2?

    It was a big part of the story, and I'm glad it was there.

    About the article, personally I'm fine with black and white moral choices. They're just games, why look so deeply into them.

  • kent6650

    Posted Nov 19, 2009 12:27 am PT

    Good one! lol

    Just one thing to say though. People should play to have fun or kill some time. I guess there's something wrong with people if they take it seriously and bring it to the next level in which it incurs violence, rage and other negative emotional impact. lol.

    So, play, have fun. If you're not having fun playing, then don't play. Easy.

  • fenix0003

    Posted Nov 19, 2009 12:22 am PT

    Great Read!

  • sventri73

    Posted Nov 18, 2009 11:55 pm PT

    haahaha

  • dave0015

    Posted Nov 18, 2009 11:15 pm PT

    u people have issues if u really think morals exist in video games. Just do what is fun, and what is fun is to kill innocents that cannot fight back. Thats what games are for, doing things that u cannot do in real life

  • ahnzz

    Posted Nov 18, 2009 11:12 pm PT

    Look at Demons Soul's, i think it has a perfect morality for that type of game. it gives an impact on the game wether you become black or white soul tendacy you gain access to different areas and different items and sometimes fighting different enemies. its a simple morality also games like Way of the Samurai. If the game is more like a movie or a narrative situation ease on the morality because sometimes its about the story. Games with major morality will have to change the corse of the game and the situation making it feel like this is your choice, the impact it can give you, the results, and etc. When i look games like fable it seems like thers no point in having morality because to me it didnt give an impact on the game only in appearence. i want to look evil but do good deeds and rescue people. Fallout 3, although i never played it i looks like a yeah do what you want game, you dont have to beat it its fun. Morality can be so big and small in a game. i think it should be used wisely. i perfer games with more of a direct morality and simple. Choose your own adventure is good too but it makes feel lost of direction.

  • tehepicpwnzor

    Posted Nov 18, 2009 10:43 pm PT

    How does a reviewer write something like this then give GTA IV a 10.0? I'm confused. I am happy though they put this in. I for one am proud to say I believe in Jesus, and I quite frankly don't feel comfortable playing games with no or negative morals, like that of the GTA games. I have much more fun when I'm butchering bad people that deserve to be killed. That or communists I think MW2 held a decent level of morals throughout the game with the exception of the airport slaughter. Infinity Ward could've made a bigger profit had they made that scene a skippable cutscene, I had some friends that didn't buy it because it was going to be such a moral roller coaster. Same with GTA with me. If there had been some morals in there, I would've bought it. No joking. I don't think the decapitation of innocents is fun. The decapitation of Nazi's is much more fun.

  • Toysoldier34

    Posted Nov 18, 2009 10:30 pm PT

    @008Zulu in Mass Effect they werent trying for a totally good vs evil decision like most others. its more of a good cop bad cop thing, your still a cop up holding the law but whether you try talking things out or smacking them around is up to you. Its about how others see you, you have the same underlying task overall but the outside is what you control. though joining saren might have been interesting too

  • 008Zulu

    Posted Nov 18, 2009 9:50 pm PT

    Games designed around a "morality" system feel too clogged down with trying to impress the importance of decision making even if the decisions are of no consequence. KoToR got it pretty much right (sorry if this spoils it for anyone) with Revan slowly realising who "he" is and that the choices made during the course of the game were actually just his normal subconcious reactions. Mass Effect 1 didn't get the whole morality thing right, it felt as if there was too much pressure to play the game certain ways with no freedom whatsoever. From the outset it was determined that Sheppard is the heroic good guy, nothing you could do would detmine anything other than the assured survival of the galaxy. A real moral choice would have been Saren inviting you to join him..

  • hemoleech

    Posted Nov 18, 2009 9:12 pm PT

    If there was no choice of morality in Overlord, then I wouldn't have an urge to replay it to see a different ending.

  • ColonelX24

    Posted Nov 18, 2009 9:02 pm PT

    Morality is important to games that have a deep story, and world to explore. Prototype didn't need morality, because then you couldn't enjoy...murdering civilians? Still some games have gotten it right, like KOTOR (Knights of the Old Republic) I have a friend that still plays that game just for the different outcomes. Assassin's Creed II seemed to touch on this a little bit with its Notoriety meter, but an assassin shouldn't have to think about morals when reaching their targets. Hopefully with Molyneux's Milo Project for Natal, with his complex programming and seeming organic, morals can become easier to implement, since as a character becomes more human it should become harder to knife them in cold blood; except for villains.

  • rtalmadge

    Posted Nov 18, 2009 7:51 pm PT

    Morality in games is a difficult concept to approach, simply because of how the morals of people differ. What may seem perfectly fine to one person could be untolerable with another. That said, the only way anyone is ever going to be able to figure this out is to take a look at both sides-- whether you agree with them or not. (Personally, I don't think its a big deal at all because all in all, the story concept of the MW2 level made it an appropriate setting, and the game doesn't force you to shoot civillians if you don't want to.) That being said, its modern warfare... yes, in a real life scenario that would be devastating....but hey, the only reason that upset people so much was because of how close that resembles humanity as it is now. So if the morality in this game is in question, it can only be because the morality of the world is in question.... so instead of bickering over the morality of the entertainment industry, why don't you go bicker about the morales of world leaders, or some other important topic... if bickering is what you'd like to do.

    After all is said in done, I say to those who frown upon this, get your priorities straight. To those who take this as a game, good for you-- thats what it is. A game. No one is forcing you to buy it... and hey, if video games reveal how immorally stable people are, then maybe its time to act on it, instead of trying to keep games from showing the true face of humanity.

    Just my two cents!

  • myrontaslov

    Posted Nov 18, 2009 7:49 pm PT

    Maverick_76, I love your idea of the MLB 09 with the morality system. It would never fly in a game actually endorsed by the MLB. Might work with professional wrestling, though...

  • buft

    Posted Nov 18, 2009 7:47 pm PT

    if im reading this article right shouldn't it be called an ethics system rather than a morality system, as it states "morality is concerned with how people should behave rather than how they do behave"and "ethics pertains to the application of these rules in society" and as all your behavior is done within the game world and the system is based on how you apply yourself it leans more to ethics than morality. or am i making a mistake ?

  • Seljek

    Posted Nov 18, 2009 7:24 pm PT

    I think this article is an illusion. That aside, I still think morality systems allow more replay value and therefore, a better game in general. "I played the good guy, now it's time to replay the game as the bad guy." Besides replay value, do I care if I killed or saved a bunch of pixels? Nope, not really.

  • hand4hire

    Posted Nov 18, 2009 6:56 pm PT

    @LazyGamerX Oh it definitally was. kinda weird but it definitally was

  • maverick_76

    Posted Nov 18, 2009 6:04 pm PT

    Moral choices in video games is just another step in making games that much more fun and engaging to play. I think a great place to have moral choices and decisions would be sports games. Think about it, you are the manager/coach of a pro team and you can try and encourage players to take performance enhancing drugs, if a player is arrested, do you bail him out of jail so he can play in this week's game? Or if you know the guy you just signed has a history of destroying teams with horrible chemistry, do you take the chance because of his innate physical gifts? But IMO, the only way to make these things have great impact is to have consequences that mimic real life situations, fines, suspensions & bans are all ways of making the decision more complex and exhilarating when you do it. Also you can do this for if you play a position in the sport itself. Imagine in MLB 09 The Show that you can pay money to get some stuff to help boost your stats? The consequence could be the same as it is in the real world, three strikes and your out. This is a fascinating subject and I hope games do trend this way in the future.

  • JamesLiamPorsch

    Posted Nov 18, 2009 5:47 pm PT

    I like morality in video games, though some games feel a little too biased as far as giving the best experience for one side or the other. I do disagree with the article saying there is no such thing as absolute morality. I agree, many, heck, even most choices you make may be difficult or seemingly gray, but there is a right/wrong answer to everything. The answer may not be one you as an individual agrees with and you may believe yourself to be correct even when you're wrong, but there is an absolute good or bad aspect to the choices you make in games as well as in life.

  • TheLemonGelati

    Posted Nov 18, 2009 5:27 pm PT

    I don't mind morality in Video games, depending on the title it could add depth and substance or just seem like something thrown in there for really no reason. I do not think every mature title should have huge moral consequences, as another gamer commented on here; Games Are an escape from reality, just as books, movies and TV shows are.

  • benbonney

    Posted Nov 18, 2009 4:41 pm PT

    honestly dont care too much about morals in games, i just play in the way of "thats what id do in that situation"....... most time i end up neutral. also i must add that games set in different times or realities would have different morals which would may be different today e.g. in a medieval type game... having your character rejecting the idea of god but in reality your atheist

  • namsapalooza

    Posted Nov 18, 2009 4:37 pm PT

    Interesting stuff. I really like the concept of morality in video games, but it is true that more often than not it isn't really as rewarding as it has the potential to be. Morality is quite subjective and that's something that's not really been explored in games. I can't imagine how incredibly complicated it would be to develop a game that is so multifaceted that it mirrors the level of moral quandaries we face in real life (even without actually literally playing them out). It'll be interesting to see how this task is tackled in future games.

  • myrontaslov

    Posted Nov 18, 2009 4:15 pm PT

    I've noticed that no one on this thread so far has said, "I'm an incredibly immoral person. My day job includes throwing nuns into live volcanoes and selling cigarettes to elementary school children, so I always choose the good option. I help old women across the street and give money to the homeless because I never get to do that in my normal life."

  • NearlyPrescient

    Posted Nov 18, 2009 4:11 pm PT

    @dobermuffn taking away the bar would definitely make choices more weighty. STALKER doesn't have a bar or any specific good/bad morality gimmick, but in your quests you will find yourself doing (or choosing not to do) some things that just plain seem wrong.

  • dobermuffn

    Posted Nov 18, 2009 3:59 pm PT

    I loved the morality system in Fallout 3, and I completely agree that Fable's needed reworking. The narrow view of choices as "good" and "evil" is definitely the problem, so I've thought of a solution: After we've made the choices more complicated and weighty, like Fallout 3's choices, maybe we should take away the easily tracked "Morality Bar." The game will still track your choices and play differently, but there'd be no easy "status" screen to see what the world thinks of you. Choosing to play "the good guy" or "the bad guy" would be less easy, and we'd have to make choices as they came instead of deciding that we'll be good on this play-through and evil on the next.

    On a different note, there really are few practical moral subjects to take on in games, because of games' inherent violent nature (yes, I love that violence too.) It's hard to take on the topic of abortion during the zombie apocalypse.

  • krytorii

    Posted Nov 18, 2009 3:39 pm PT

    I think a good idea would be a game where you are dropped into a situation with little to no explanation and have to survive. You have morality decisions, but the first one takes an unexpected turn that makes you think "wait, I really need to think about this next time". Maybe you save someone, but they go and, in the name of survival, slaughter many innocents. The lack of knowledge as to what is happening would mean people associate with whats happening more, rather than being given a character and backstory to mold themselves into. I think maybe a darker form of a game similar to TWEWY would fit nicely.

    Also an autosave feature that saves after you make your choice would mean no loading saves to change a decision if you didnt like the outcome. In a real life moral decision, you cant go "oh no I change my mind, ctrl z" and fix it

    The biggest problem though is the market. What are the highest selling games right now? The fps genre. What genre of game is stereotypically uniform and shallow?

    The MW2 didnt really have much effect, people died either way, and it has no real impact on the story.

    Another problem is design, how long would it take to design all the choices and outcomes for a true morality game uses more than a "black/white good/evil" mechanism.

  • FleeingSaBrE

    Posted Nov 18, 2009 3:20 pm PT

    I Have No Problem In Game Morality As I've Always Known It's Not Real. I Don't Feel Any Change In Morality Or Conscience Because I Know I'm Not Spraying A Public Airport,I Know I'm Not Raiding Villages. I've Been Watching Movies (Like Blade) Since They Came Out And I Laughed, Not Because I Thought Death And Gore Was Funny But Because I Knew It Was Fake. I Understand People Have Problems And That's Okay, I Just Don't Have Any. And You People Will Say Something Like "Well It's The Idea!". The Idea That I Could Be Walking Down A Street, Pull Out A Hardballer And Unload It On A Civilian Is Crazy Which Is Why I Have No Trouble With Modern Warfare 2 Because I Know I Could Never Do It For Real,Thus It Is Fake And Nothing To Get Heated Up About. Also As myrontaslov Said It Has No Real Effect In Life.
    Running Over A Man In CJ's Car Isn't Going To You Yourself In Trouble, Nor Assassinating A Civilian.

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