Weighing choices based on your morality CAN be not just difficult, but also interesting when you see measurable consequences that stem from such decisions. Incorporating such a scheme in a video game means that people can experiment with their own moral code within a controlled environment and directly see the effect. For example, Fallout 3 may be based in a world far from our own (both in time and social climate), but MANY of the choices you make in that game directly correlate to REAL WORLD issues (slavery, euthanasia, charity, racial prejudice, drug use). I'm not saying all games should incorporate this. Needless to say, a large portion of players want their video games simple in this regard, as making complex decisions reminds them too much of real life, which they endeavor to escape from. But for some of us, a little complexity is EXACTLY what we're looking for. I mean, imagine a game where you DON'T have a bar that tells you how good or bad you are. You AREN'T told immediately if something you did makes you a bad or good person. A game where the only way you can measure yourself against the common morality of society is by interacting with people you personally have affected. That is my idea of a real role-playing game.
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.

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.

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?

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!
Featured Games
-

Dragon Age: Origins
(PS3) -

Fallout 3
(PC) -

Mass Effect 2
(PC)



