Sunday, November 9, 2008

Moral struggle? Yeah right.


I apologize ahead of time (and after the fact) for the abundant "use" of air quotes.


While I have played many games where I have had the option of doing good and doing evil, I have never played a game that made me feel comfortable being the bad guy. Playing Bioware, Bethesda, and Lionhead games in the past, I have never been happy doing the "evil thing". The moral choices that the player has to make in these games often seem artificial and obvious. While broadcasting, I'm frequently told to do something "evil" to see the funnier consequences on my actions, and while the results can often lead to some excellent clips, this is not the kind of moral struggle I'm craving for in my RPGs. I want my questionable actions to feel necessary.

In a lot of ways, Fallout 3 suffers from the same problem as any of these other wannabe moral choice games. Choosing to blow up a town just to be a dick is hardly interesting to me. I have no out-of-game motivation to commit such a heinous act. The world of Fallout is dark and depressing and the only light is found in my few good deeds. I do indeed want to see the fallout of big actions like these, but I would never be "evil" in my first play-through of the game.

This is probably because "evil" is not all that interesting to me. By definition, "evil" doesn't have the player making hard choices; instead the aim of an evildoer is to perform immoral acts without much consideration for good. Where is the compelling struggle? Give me Michael from The Wire, not Michael from Halloween.

How about not making the consequences of our actions so obvious? If saving an innocent person from a gang of ruffians didn't always lead to infinite good, then maybe we would really question how we make our in game decisions. Let's say the person we saved later become a serial killer and killed countless people. Now we wonder if we should have saved this person in the first place. Maybe thinking with our artificial hearts instead of our heads was not the best way to play the game. Now in a post apocalyptic world our actions can be based on survival instead of what it really is ...obtaining good or bad karma points.

Survival in a great test of ones morals too. Fallout 3 comes close to forcing me to make some hard decisions, but not quite. If I had to kill an innocent person because I badly needed his ammo or money to repair my weapons, then we got something interesting. Unfortunately the game isn't hard on the player enough, and usually saving that innocent person just means he or she gives the player some really awesome reward. Take away the reward, the karma points, and make the enemies much more of a threat, and the players will have a much harder time making the "good" choice.

In Bioshock I harvested every last Little Sister. I figured I needed the extra power in order to survive in the horrible world of Rapture. I felt bad about my actions initially, but I figured it was a necessary evil. Bioshock is also a game based on an Ayn Rand novel, and I knew this going in, so I figured I was unquestionably making the right choice. Later I found out that saving the Little Sisters garnered special perks you could not obtain by playing the game "evil". Not only that, but I ended up with a bad ending. The struggle would have been exponentially more exciting if the lines of what was "good" and "evil" were blurred.

Shadow of the Colossus
is another game that got close to doing something really interesting with moral struggle. I had to kill large majestic beasts in order to save the life of a mysterious girl the main protagonist obviously cared for. The beasts in question are victims and were usually just trying to defend themselves from their inevitable slaughter. I felt terrible each time I killed one of the colossi and questioned my motive constantly throughout. In the end I would kill the colossus and move on to the next. The game's attempt at real moral struggle fails because the player never has the option to do otherwise. Shadow of the Colossus does not progress unless you kill the Colossi. If I had the option of not killing them and instead letting this girl stay dead, then I might have honestly struggled with which decision to make. Unfortunately, unless I simply choose not to play the game, this option does not really exist.

So Fallout 3 is definitely close to what I want. Maybe I'm just really good at the game, but I wish it forced me into questionable moral decisions, like killing a vendor for his health items, more effectively then it currently does. If I'm trying to be a hero but I start kill good people to survive, and in turn it leads me down a path of killing people more and more with less consideration.... then holy shit, I might actually freak out a little about the decisions I was making. Fallout 3 comes close to situations like these, but just not quite close enough.

Take notes developers. If the struggle of "good and evil" is just a struggle between "more quests" and "fun", then keep these elements out of my damn games. Remove these fucking artificial "karma" systems, and start finding ways to make player truly struggle internally with hard choices. We don't need numbers, horns, or halos, telling us how we should act in a given situation. In the real world, we don't help people because we expect a reward. We help people because we are human, and because we know what is right. We know that doing "good" is simply enough.

Brad

9 comments:

tyler said...

ha this reminds me of golden sun. they ask you if you can help save the world and if you say no you just leave and the games over. :D

Anonymous said...

Yes, very true. I dislike games with Good and Evil elements because, lets face it, the world isn't that black and white. Many Evil people have lead successful lifes, and many Good people have achieved nothing for their actions. There should be no reward system for games that use moral choices, because it doesn't always work like that.

Trevor McGee said...

Put it on the hardest difficulty if you want to feel that "struggle" that you're craving. You'll definitely have more of a challenge then. It might force you to make some of those tough moral choices as well.

Anonymous said...

omg that was my highlight :o

rapfan211 said...

I agree, these games need to make it harder to know if your doing the right thing or not.

Ben Alford said...

I agree completely on the SotC point. You can even see your character change, look worse and worse, and there was a point where I didn't want to go on but I wanted to to finish the game. I suppose you could say just stop playing the game and there is your ending, he has to stay in that land til death.

But one game that I really had trouble deciding things was Mass Effect. There were times when I literally sat on a dialogue tree for a long time just thinking about what I should do. I won't go into it for spoiler reasons but I really want to see how the decisions you made in the end of the game effect second one.

Rgull said...

Well put, Brad. Having artificial moral systems does tend to severely dilute the experience.

Anonymous said...

Interesting post. I don't have a lot to add since I have played none of these games but I am curious about what the sort of game you want would look like. It's hard enough to capture serious moral dilemmas/hard choices in film and literature which have been at it for much longer than video games have.

I think what might help it though is the advent of niche gaming markets. It seems to me that over the past 10 years, it is the case that games are made to appeal not to everyone but to capture a specific subset of the market. This, I think is a good development because it allows for more interesting media (same thing occurs in the film industry).

Finally, video games need to acquire more prestige to attract the sorts of writers who could pull this off (once again, a fairly similar tale with film --- as it's prestige went up, very talented writers like Raymond Chandler started writing screenplays in addition to novels).

Anonymous said...

I know it's kind of strange to connect a GTA game with morality, but I found myself constantly saving people that I had the choice to in GTA IV. It's ridiculous, but I even questioned stealing cars. I did feel like Niko seemed like more of a 'do-gooder.' With all the other GTA characters, I could easily go on a rampage, pick up a couple hookers, then run them over, but I just couldn't picture Niko doing that. But I guess Brad didn't have much of a moral struggle with this game.