Stories
Slash Boxes
Comments

News for nerds, stuff that matters

Slashdot Log In

Log In

Create Account  |  Retrieve Password

Biases in Simulation Video Games

Posted by CmdrTaco on Tue Jul 12, 2005 12:28 PM
from the something-to-think-about dept.
Orsonwarcry writes "Kieron Gillen went to Prague to speak to Bohemia Interactive, known best for Operation Flashpoint. He goes on to discuss the effects of bias on simulation games. 'In other words, a simulation is never just a simulation. Equally, freedom is rarely actually free of designer- imposed desires. Even in games with the most self-expressed mandates of "choice" for the gamer, it doesn't mean that there isn't a message. In Deus Ex, the generally politically liberal Ion Storm Austin created a world where you could choose between violence and pacifistic approaches, but the charismatic characters urged you towards peace while the monsters suggested violence.'" Some interesting stuff in there.
+ -
story
This discussion has been archived. No new comments can be posted.
The Fine Print: The following comments are owned by whoever posted them. We are not responsible for them in any way.
 Full
 Abbreviated
 Hidden
More
Loading... please wait.
  • World View (Score:5, Interesting)

    by stoolpigeon (454276) * <bittercode@gmail> on Tuesday July 12 2005, @12:31PM (#13043546) Homepage Journal
    It is impossible to do almost anything without betraying some part of ones world view. This is true in every day life, doubly so in things that people create.

    Novels, movies, music, painting.... They all reflect some of the creators presuppositions. In a simulation it is the same. A person or group of persons has complete control over what exists, what does not exist and how it interacts. How could it not reflect their view of reality?
    • Re:World View (Score:5, Insightful)

      by AKAImBatman (238306) * <akaimbatman@@@gmail...com> on Tuesday July 12 2005, @12:39PM (#13043674) Homepage Journal
      It is impossible to do almost anything without betraying some part of ones world view. This is true in every day life, doubly so in things that people create.

      Arguably, the entire point of fine arts is to explore someone else's worldview. While Video Games may have a long way until they can be considered "fine arts", they are just as much about allowing you to explore the author's worldview as a book or movie. Perhaps even more-so, because the author must craft a universe that is entertaining to be in.

      To do this he may have to create a caricature universe that enhances certain aspects while de-enhancing others. For example, if I'm playing a Sci-Fi video game I expect everything to be Sci-Fi-ish. All doors slide, everything hovers, metal and plastics everywhere, etc. This is despite the fact that a more reasonable look at the future would conclude that swinging doors and wheels aren't likely to disappear at all.

      Creative works are creative works. If you want to complain about simulations, go complain about an F-22 Raptor sim allowing you to an impossible barrel roll. ;-)
    • Re:World View (Score:3, Insightful)

      by Iriel (810009)
      And the point of games is to get away from reality. In the article's point on war 'simulations' not being at all like military simulators (and they aren't, I've used both), it fails to mention that even a game that's based on reality doesn't have to be unbiased facts of reality. Otherwise, I'd be leaving my job to play someone else's. How would it look on the other side of the mirror?

      I can just see the new 'real simulation games' in the military. As some guys come back to their barracks from the field
      • by DNS-and-BIND (461968) on Tuesday July 12 2005, @12:47PM (#13043784) Homepage
        Because a simulation is supposed to be an objective replication of reality. Think "The Next Generation"'s Holodeck. It's much like how journalism is an objective view of events.
        • by Tackhead (54550)
          > Because a simulation is supposed to be an objective replication of reality.

          In other news, Rearden, Inc [rearden.com] said to be interested in working with engineers from Pontifex [chroniclogic.com] and Railroad Tycoon [sedore.net] as part of next-generation simulator to be coded in Objective C!

        • Re:World View (Score:5, Insightful)

          by Conspiracy_Of_Doves (236787) on Tuesday July 12 2005, @12:56PM (#13043893)
          Think "Deep Space 9" Holosuite, where Sisko didn't like to use the lounge program that was set in the 1940s because the racism that was so prevelent at the time was nowhere to be found. He thought that it was insulting because the creators of the program were trying to pretend that said racism never happened.
          • Re:World View (Score:5, Insightful)

            by operagost (62405) on Tuesday July 12 2005, @01:17PM (#13044129) Homepage Journal
            The irony is that, in today's PC world, a holosuite designer who DID create an accurate portrayal of racism in 1940s America would be labeled as a racist who glorified prejudice.
              • Re:World View (Score:5, Insightful)

                by Salgak1 (20136) <salgak AT speakeasy DOT net> on Tuesday July 12 2005, @02:21PM (#13044879) Homepage
                IF he portrayed it as evil. . . it wouldn't be a true simulation. Back then, racism wasn't something to be fought, it was pretty much a fairly basic assumption of the culture in question. . . You want to accurately simulate a period, you're pretty much going to have to get your head LIVING in that period. The current predjudices and assumptions of early 21st Century America are likely to be questioned. . .and considered questionable. . . in the decades and centuries to follow. . .
        • by bigjocker (113512) * on Tuesday July 12 2005, @12:56PM (#13043896) Homepage
          It's much like how journalism is an objective view of events

          (Score:+5, Funny) or (Score:+5, Sad), I don't know which one is it ...
        • Re:World View (Score:3, Insightful)

          It's much like how journalism is an objective view of events.

          In support of the parent's point, I'd submit to you that your sentence would be more accurate if you'd said "It's much like how journalism is supposed to be an objective view of events.

          Even a journalist with the best intentions implants his/her viewpoint into a story. Usually it's not blatant. It's in where the opposing view appears in the article. Is it near the title or only at the end or on the next page where most people don't read.
          • Re:World View (Score:3, Interesting)

            by AKAImBatman (238306) *
            Even a journalist with the best intentions implants his/her viewpoint into a story. Usually it's not blatant. It's in where the opposing view appears in the article.

            As an example, my opinion was once carried in a local San Francisco newspaper. The journalist (who struck me as having no experience what-so-ever) was attempting to craft a story on Java vs. the recently released .NET. On one hand she had a guy who was singing the praises of .NET up and down, but only used PCs. On the other hand she had me, w
        • Perfect analogy (Score:3, Insightful)

          by GunFodder (208805)
          Journalism is an excellent analogy to simulations. The goal of both is to deliver a perfect copy of the actual event or situation. It is impossible to achieve this goal since both simulations and journalistic endeavors (such as newspaper articles and TV segments) must contain less info than the original event or situation. Reporters bias their output by deciding which facts are most important to their audience. Simulators bias their output similarly, by weighting factors that seem most relevant to their
        • Re:World View (Score:3, Insightful)

          by xnot (824277)
          That's pretty funny, that you think journalism (or any other human endevour for that matter) is objective.

          As an experiment, let me see if I can explain. Consider the statement "The cat ran out the door." A very simple statement. Should be basically objective, right? Now watch this. "Run" assumes a speed. Speed assumes a relationship to some other speed, either rest or whatever. It's very possible in my reality then that I think the cat is walking out the door. It's not all that fast. Somebody could measure
  • by mfloy (899187) on Tuesday July 12 2005, @12:31PM (#13043547) Homepage
    I don't think we should expect games to be perfect simulations. The designers are dealing with fixed resources and obviously need to make limits in places. We shouldnt expect game simulations to be on par with academic or scientific ones. Games are for fun, not perfection.
  • by Thunderstruck (210399) on Tuesday July 12 2005, @12:31PM (#13043552)
    Surely there must be bias in the player too for this to become an issue. The article example of "mosters" urging violence, for example, assumes that every player will assume monsters are bad. Clearly these folks did not watch enough Sesame Street.

    Now go turn on PBS while I fire up a MUD, no biased graphics to distract me from good and evil there!

    • by eln (21727) on Tuesday July 12 2005, @12:33PM (#13043576) Homepage
      Personally, I find it disturbing that they would suggest that preferring peace over violence is a "liberal" trait, suggesting that a conservative person will prefer a violent solution over a peaceful one.
      • by Rei (128717) on Tuesday July 12 2005, @12:37PM (#13043636) Homepage
        You're shocked that one could interpret conservatives as being more pro-war? Would you also be surprised to learn that (in general) they're anti-abortion, anti-separation of church and state, pro-corporate, anti-stem cell research, against environmental regulations, anti-UN, anti-taxes, anti-euthanasia, etc?

        Few conservatives share *all* traits of the "general conservative"; however, if you don't share a good portion of them, are you actually conservative?
        • I disagree with your apparent assumption that war and violence are interchangeable. Clearly, violence doesn't disappear if one side of a conflict abandons it. To the contrary; the violence could become more devastating in that case.

          Furthermore, one can make a strong argument that abortion, harvesting stem cells, and euthanasia are violent acts.

          (For the record, I'm a libertarian. I do support the criminalization of abortion. I don't think that government should sponsor stem cell research. Euthanasia i
          • by Rei (128717) on Tuesday July 12 2005, @01:18PM (#13044142) Homepage
            So lets get this straight: Killing people with a gun often isn't violence [reference.com] because "some killing" would happen anyways, but killing a single fertilized egg cell is? I think I've got it now.
              • by SatanicPuppy (611928) <Satanicpuppy&gmail,com> on Tuesday July 12 2005, @03:18PM (#13045542) Journal
                You clearly don't know much about WWII if you think the Poles didn't fight. Thye fought with everything they had, on three fronts, against the Germans and the Soviets. There are (possibly apocryphal) stories of Polish cavalry...horse cavalry charging tanks when they had nothing left to fight with. If the Czechs had had one third of the stubborn courage the Poles showed, there wouldn't have even been a world war II.

                I find it very typical of the Republican viewpoint you claim not to espouse that you can wave away war deaths like they're nothing, and then start denouncing people for a moral choice you don't agree with.

                One of the foundations of Libertariansim is small government, the very opposite of the sort of large paternal government that would ban abaortion/stem cell research.
              • by radish (98371) on Tuesday July 12 2005, @01:59PM (#13044627) Homepage
                It is particularly harsh to force someone who believes that abortion is murder to pay for another's abortion
                I believe that the invasion of Iraq was tantamount to mass murder, however I don't have any right to prevent my tax money paying for it. Will the LP help me? I believe that the death penalty IS murder, again my tax money pays for the process - where do they stand on that? I'll admit to not knowing a lot about the LP, but I hope they can at least be consistent.

                For the record, I'm for the criminalization of wife-beating too.
                I think you'll find assualt is already illegal.
              • by SyncNine (532248) on Tuesday July 12 2005, @02:29PM (#13044963)
                Just because this needs to be said, and it's not specifically direct at you, per se, but all MALE Pro-Lifers out there.

                How can ANY Male *EVER* even begin to think for EVEN JUST A SECOND that he has any idea how hard the decision for a woman to have an abortion is?

                How can ANY MALE, who cannot/will not ever conceive a child and hold it in their womb EVER decide what a WOMAN can and cannot do with HER egg?

                I'm against Pro-life. Call me Pro-Death or Pro-Choice, I don't care.

                It's not up for me to decide whether a woman can or cannot kill her fetus. It is up to the woman. Until that baby has a brain and some semblance of 'person' in it (which iirc is the Third Trimester), it's not a person to me. But again, it's also NOT MY DECISION.

                It aggravates me that men will step up and decide for women everywhere without even thinking for a second that there is no possible way for them to ever understand what they are deciding.

                And before someone starts flaming and telling me 'KILLING IS KILLING YOU MURDERER'... Keep in mind that is YOUR OPINION. Just as this is MY OPINION. Unborn fetuses are NOT PEOPLE (in my mind) until the third trimester. Hence, Pro-Choice.

                The joy of my viewpoint is that it allows the WOMAN the choice to do what she feels is right. As she, ultimately, is the one who will be dealing with the ramifications of her choice, I believe it is she, ultimately, who should DECIDE.
            • Pigeonholes (Score:5, Insightful)

              by SeanDuggan (732224) on Tuesday July 12 2005, @01:47PM (#13044492) Homepage Journal
              How about abandoning all the terms and simply identifying yourself by your views? The whole "Ah, you oppose abortion, so you must be pro-death-penalty and a warmongerer" line drives me batty. I don't identify myself as a conservative. I don't identify myself as a liberal. I identify myself as a human. With issues. Big issues sometimes, but that's a long story and a lot of therapy...

              Seriously though, if it weren't bad enough that people will try to pigeonhole others with these terms, so many people pigeonhole themselves too! "Well, I'm against the war in Iraq. That would make me a liberal. Does that really mean that I have to consider "Piss Christ" to be a work of art?" Great googly-moogly, people! Find where you stand. Stand there. Don't call names, whether it's at yourself or others.

    • Good Call (Score:5, Insightful)

      by stoolpigeon (454276) * <bittercode@gmail> on Tuesday July 12 2005, @12:34PM (#13043591) Homepage Journal
      Everybody is 'biased'. In fact a better word might be that everyone has a perspective. (A little less pejorative) The creator and the player both bring things to the game, conciously or uncounciously. This is why interaction with others is so valuable. It allows you to gain access to other perspectives.
    • by Kenja (541830) on Tuesday July 12 2005, @12:37PM (#13043639)
      "Clearly these folks did not watch enough Sesame Street."

      I agree, the Cookie Monster tells me to hurt people all the time and he seems like an ok sort for a monster.

  • by tezza (539307) on Tuesday July 12 2005, @12:31PM (#13043559)
    Games are biased towards female characters with very strong spines.
  • Gold Coins (Score:4, Funny)

    by Rei (128717) on Tuesday July 12 2005, @12:33PM (#13043570) Homepage
    Games are just simulators, virtually identical to the ones we use to train our soldiers. No one's saying anything through them.

    Hmm.

    Let's put aside the question, exactly in which imminent conflict the armed forces expect to utilize their finely-honed gold-coin-collecting skills.


    I look forward to watching the conflict in which the military takes a ball of junk and starts rolling people up in it, or carries ridiculous-sized swords and rides around on giant chickens (Wark!).
    • by Rei (128717)
      It is written in the book of Yahweh:

      After the Creation, the cruel god Moloch rebelled against the authority of Marduk the Creator. Moloch stole from Marduk the most powerful of all the artifacts of the gods, the Petroleum, and hid it in the dark cavities of Gehennom, the middle east, where he now lurks, and bides his time.

      Your god Yahweh seeks to possess the Petroleum, and with it to gain deserved ascendance over the other gods.

      You, a newly trained Neocon, have been heralded from birth as an insturment
  • by AtariAmarok (451306) on Tuesday July 12 2005, @12:33PM (#13043572)
    I prefer having to make the moral choice between the rocket launcher and the land-shark gun.
  • by ReformedExCon (897248) <reformed.excon@gmail.com> on Tuesday July 12 2005, @12:35PM (#13043601)
    However, with exception of when we deliberately seek out bias, it is pretty much irrelevant. We play games because they are fun. Whether the game designer has some ulterior motive or not is only important as far as it affects the playability of the game. Good games succeed, bad games fail.

    To argue that bias somehow affects the player subliminally, influencing the player towards the bias of the game designer, is to say that people are influenced significantly by what they play or see. However, I have to reject this, from my own experience. I have known many people who play violent video games such as Grand Theft Auto and its ilk who have no inclination to go out and commit those crimes shown in the game.

    Bias is inherent in any human action. To make it a central pillar of a video game is foolish because it is uninteresting to anyone not interested in it. Game makers, for the most part, sublimate their biases and focus on gameplay. Whether they succeed or not is debatable, of course.
    • by sparty (63226) on Tuesday July 12 2005, @01:32PM (#13044312) Homepage
      To argue that bias somehow affects the player subliminally, influencing the player towards the bias of the game designer, is to say that people are influenced significantly by what they play or see. However, I have to reject this, from my own experience. I have known many people who play violent video games such as Grand Theft Auto and its ilk who have no inclination to go out and commit those crimes shown in the game.
      Bias is inherent in any human action. To make it a central pillar of a video game is foolish because it is uninteresting to anyone not interested in it. Game makers, for the most part, sublimate their biases and focus on gameplay. Whether they succeed or not is debatable, of course.

      Actually, it does matter. Claiming that games perpetuate subtle biases is extremely different from claiming that games cause people to dramatically change their outlooks with regard to morality and violence, and the argument that most people who played the original GTA didn't go around trying to set monks on fire is irrelevant to the question of more subtle biases.

      Continuing with the GTA line of though, let's suppose that a game very similar to GTA exists but has real cars (IIRC, the original GTA used fake names to avoid trade name issues, and I assume that's still the case). Let's further consider that it has both Volkswagen Jettas and Ford Focuses as in-game options. In the game, the Jetta provides more gokart-like handling (i.e. more nimbler and quicker) while the Focus is more "solid" and better at handling damage (e.g. pedestrians have less of a tendency to knock you off course). As someone who plays GTA frequently, you are quite likely to internalize the preconceptions that the Jetta is more nimble while the Focus rides more solidly and handles damage better, because that's the way the game is programmed. On the other hand, the real-world incarnations of the Focus and the Jetta (for the 2005 model year) are the reverse--the Focus is a lighter car and arguably better-handling, while the Jetta is heavier and has a better crash rating.

      Now, consider the same issue with regard to sexual orientation as treated in the Sims 2, according to the article--the game treats gender identification and sexual orientation as freely made choices, and it allows them to be made without the full barrage of results that occur in the real world. Play that game enough, and it would be quite natural to internalize the idea that those elements of identity are conscious choices (which is contrary to most opinions in the real world--even those who reject genetics as an influence on sexual orientation tend to support extended "treatment" programs to encourage those whose sexual orientation upsets their agendas, implying an agreement that it is not a conscious choice).

      In summary, I think it is not the central themes of a game that present a danger but the details; just as non-politically-correct jokes can create a hostile environment, those details can add up to an internalization of biases that may not even be conscious in the developers' minds. And those unconscious biases can be among the most difficult biases to confront in a society--a courageous DA can, with the support of good cops and a crime lab, track down a jackass burning crosses all over town. But it's going to be a lot harder to erase the perception amongst the citizens that a certain ethnic group is shiftless or prone to stealing.

  • by xMilkmanDanx (866344) on Tuesday July 12 2005, @12:36PM (#13043622) Homepage
    Bias introduces conflict and can be a source of tension and involvement with the game. A perfectly unbiased game would be perfectly boring. A game needs a challenge and motivation, which means a biased view.
  • interesting (Score:5, Interesting)

    by MuNansen (833037) on Tuesday July 12 2005, @12:37PM (#13043629)
    I'm not that sure Deus Ex is that great of an example. I thought all sides of the spectrum in that game made compelling arguments. Even the ones considered by the article to be "monsters." They weren't monsters, though, but real people. Far more real than the pure-evil supervillians of most games. It would be interesting, though, to have them portrayed a bit more realistically, though. Usually, it is those pushing for violence that are the most charismatic, and the easiest to follow. Finding the peaceful route is always the hardest, and usually least popular. Think of all the charismatic leaders that have inspired violence: hundreds, thousands. Now how many can you think of that have inspired people towards true peace? Can probably count them on your fingers; Ghandi, MLK Jr., Jesus Christ, Laozi, Buddha, etc. Would really like to see a game where it was harder to find, not just harder to follow, the peaceful path (where as in Deus Ex you just had to not kill people, though it was much harder, gameplay-wise).
  • Llamas (Score:5, Funny)

    by bornyesterday (888994) on Tuesday July 12 2005, @12:38PM (#13043649) Homepage
    I was always deeply offended by the SimCity series' bias towards Llamas. There are few animals more evil and mean-spirited than a llama, and Maxis' emphasis on this animal is suggestive of their cold-hearted capitalist aims!
    • Re:Llamas (Score:5, Funny)

      by toddestan (632714) on Tuesday July 12 2005, @04:48PM (#13046968)
      I was always deeply offended by the SimCity series' bias towards Llamas. There are few animals more evil and mean-spirited than a llama, and Maxis' emphasis on this animal is suggestive of their cold-hearted capitalist aims!

      Well then, the obvious solution would be to uninstall SimCity and install Winamp, right?
  • by Iriel (810009) on Tuesday July 12 2005, @12:39PM (#13043668) Homepage
    If you would call it a problem at all is that you can't really have people write a script for just about anything that is truly unbiased. Most everybody is incapable of completely detaching themselves from something to the point of having no bias when creating it.

    Besides, the example of a video game having bias despite free choice is sort of a backwards one. Without some slant to it, there wouldn't be any real esacape element to playing the game. Do players want to be presented with a mulitude of choices from different characters who seem completely abivalent as to the outcome? Bias (while being unhealthy in gargantuan quantities) is what provides flavor in a lot of these simulation games. Otherwise, with no bias, you would have an online chatroom because the majority of people wouldn't know what do to with the simulation in question.

    It really depends on what you're trying to simulate.
  • by moz25 (262020) on Tuesday July 12 2005, @12:40PM (#13043676) Homepage
    I don't see why the PC has to stand for "politically correct". That is: it is unreasonable to demand that games are free of any bias with regard to strategy. Most comparisons for games that have been going around are the convergence of games and movies... that is: you are "in" a movie. It can hardly be argued that movies lack any bias in terms of the strategy to handle trouble.

    The only situation in which bias is obviously a bad thing is when bias is labeled as fact.
  • by Valdrax (32670) on Tuesday July 12 2005, @12:42PM (#13043702)
    The article alleges that violent approaches are suggested by characters meant to be seen as "monsters" while pacifistic approaches are suggested by characters meant to be seen as "charismatic," but is this a case of character actions coloring your perception of the character?

    Would the "monsters" be seen as monsters if they did not encourage violence, and would the "charismatic" ones be thought of so well if they did not work towards non-violence? If the characters switched goals, then wouldn't they also switch descriptions applied to them?
  • by naoursla (99850) on Tuesday July 12 2005, @12:48PM (#13043789) Homepage Journal
    It is much easier to win a game of Civilization using diplomacy or doing the space race than it is to conquer the world. Does this mean that Sid has been pushing his pacifist ideals on us for the past decade? The game also has pretty severe penalties for using nuclear weapons. I suppose that is part of a liberal agenda too. And don't get me started on how you absolutely have to put resources into science research to have a remote chance to win the game.
    • by XxtraLarGe (551297) on Tuesday July 12 2005, @03:55PM (#13046168) Journal
      It is much easier to win a game of Civilization using diplomacy or doing the space race than it is to conquer the world.

      Actually, a friend of mine and I figured out a pretty serious flaw in Civilization II that makes it easy to conquer the world. Make discovering Democracy your primary goal. Don't worry about building any Wonders except for the Great Library and Great Wall. After you discover Democracy, build the Statue of Liberty, then revolt and switch over to Fundamentalism. You get zero corruption, zero support costs for units and all citizens are content, so you don't have to worry about cities revolting! Your research is slowed down to nothing, but that's why you built the Great Library. You still get the advances! Now that you're a Funadamentalist regime, just have your cities crank out diplomats and buy your opponents cities by inciting revolt! You can roll over a continent in a few hundred years if you've got decent enough roads.

      Does this mean that Sid has been pushing his pacifist ideals on us for the past decade?

      No. If anything, he's pushing his secret Fundamentalist agenda!

  • Corrolary (Score:5, Interesting)

    by aiken_d (127097) <{moc.egadnob} {ta} {nekia}> on Tuesday July 12 2005, @12:48PM (#13043792) Homepage
    Gillen seems to be suggesting that linking pacifism with good guys and violence with monsters is somehow "liberal." The corrollary, I suppose, is that in a game shop that could be characterized as "conservative," the monsters would be suggesting peace and the good ol' boys would be advocating random and terrible acts of violence.

    On the one hand, I'm not convinced that a world view with "violent monsters" is inherently "liberal," and on the other hand I'm a little dismayed that anyone (whichever meaningless dogmatic label they choose) would argue that "conservatives" would make nice cheerful, peaceful monsters.

    I think we have a case here of a valid point (developers' opinions and world views inevitably appearing in their work) being stretched to a rather ridiculous degree.

    Cheers
    -b
  • No bias (Score:3, Insightful)

    by Tony (765) on Tuesday July 12 2005, @12:48PM (#13043796) Homepage Journal
    Even if a game were unbiased, the author (or almost anyone else) would see bias, based on their own biases.

    "Bias" is a word often used in place of, "thinks differently than me."
  • Bias in games (Score:5, Interesting)

    by RogueyWon (735973) * on Tuesday July 12 2005, @12:54PM (#13043872) Journal
    Ok, before I begin writing a comment about bias in games, I should put my own cards on the table. I'm a conservative; pro-Iraq war, anti-abortion, deeply suspicious of the UN and even though I'm British, I like George Bush.

    However, that said, I actually found a lot to like about Deus Ex, contrary to what the article seems to imply. First of all, it was a great game. That's the most important thing, regardless of any political messages. However, the political messages in Deus Ex could certainly be seen has having a conservative slant. The United Nations were very much the bad-guys. One of the three possible endings, the Illuminati ending, essentially let you choose to embrace 20th-century capitalism. The guys who led you down the path were shady at times, but their heart seemed to be in the right place. Now, the sequel (Invisible War) on the other hand, seemed a bit more didactic in its approach. Then again, the writing in the sequel, much like the gameplay, seemed vastly less intelligent overall.

    Looking elsewhere in games, political messages seem to be fairly broadly spread. There are plenty of games out there, such as the original Command & Conquer and Red Alert, which aren't afraid to paint the West as the good guys and terrorists/the Soviets as the baddies. Similarly, you get games like KOTOR and Jade Empire, which tend to present the pacifist, left-wing choices as "good". Of course, I enjoyed KOTOR and Jade Empire immensely, despite their politics, because they're both good games. (KOTOR 2, on the other hand, I can live without, because it was just too enmeshed in the hack-author love-fest that is the Star Wars expanded universe to have a coherent or interesting plot).

    More interesting than the issue of political bias, I think, is the issue of cultural assumptions in games. Full Spectrum Warrior is a good example of this. As is pretty widely known, this game is essentially an adapted version of a tactical training simulator used by the US military. What surprised me about the game was how casualty-averse it is. If a single member of your squad dies, you fail a mission. Moreover, the missions essentially resembled a puzzle game. The bad guys could be counted on to react predictably in any given situation, with surprises coming only if they had been specifically included by the people designing the mission. Now, I guess in the context of a story-based game, with continuity of characters, this makes sense. However, it did make me wonder about the assumptions this would impart if the actual military simulator uses the same parameters. Is it only preparing soldiers for success? Would it result in panic or a loss of momentum in a situation where members of a squad were killed by something unexpected? If the AI in the game isn't programmed to make a banzai charge if cornered, is this going to lead to a blind spot in the field if a real, unpredictable, human opponent tries this? To what extent do we pick up assumptions from games (or films, books etc) that influence how we react in real life?
      • Re:Bias in games (Score:4, Insightful)

        by RogueyWon (735973) * on Tuesday July 12 2005, @03:29PM (#13045713) Journal
        In fact, now that I think about it, you can go even further than this. All three of the endings to Deus Ex are essentially "small government" endings.

        *SPOILERS*

        Option 1 is that you restore the Illuminati to power. They reshape the world's social structures to how they were in the mid/late 20th century. National governments are re-established, but the international bodies have their wings clipped. The Illuminati watch over this, but avoid direct involvement. This is, roughly speaking, the ending most favourable for a free-market capitalist. This is the ending I chose.

        Option 2 is that you destroy the world's centralised computer network and usher in a new dark age. National and international governments collapse. This is essentially an anarchist ending.

        Option 3 is that you hand over control of the world to the Helios AI. The AI assumes the role of an international government, managing security and distribution of resources. Other than that, humanity is left to its own devices. This ending is essentially techno-utopian. A lot of my fairly apolitical nerd friends went for this ending.

        The biggest groups left "disenfranchised" here are probably social-democrats and Communists. There's no option to usher in any kind of human-run world-government. No option to push the world onto the path of socialism. You could argue that the Helios route might bring this about through other channels, but you'd be going beyond what's said in the game there.
  • Simulated economies (Score:3, Interesting)

    by Brandybuck (704397) on Tuesday July 12 2005, @01:58PM (#13044603) Homepage Journal
    Having studied economics a wee bit, the portrayal of economics in simulations games has always bugged me. Whether it's SimCity or Civilization, the economics are grossly wrong.

    To be fair, modelling a somewhat accurate economic system in a game would take way too much processing power for the purposes of a game. You need to simplify stuff. But in most cases the simplification is towards a single actor model. Which is so completely wrong it's ludicrous.

    The prime effect of this is the assumption that a autocratic government (e.i. the player) can completely and successfully control all aspects of an economy. Hah! In real life government is always a hindrance and impediment to the economy, because the government interfers in the most basic economic units: the voluntary and spontaneous transactions between individuals. These games can't even distribute resources without the autocrat's (your) help!

    To be fair (again), a military game with a reasonable economic model would be bloody boring. All the player would be able to do would be to issue policies and hope that people paid attention.

    What I think would be an interesting game would be to have the economy happen "underneath" the player's control. The actual economics happens despite the player, with national prosperity (and government revenues) dependent upon how well you manage to keep your hands out of the works. You don't get to set up trade rates or dictate production or any other hands-on economic activities that most games give you. Instead all you can do is tax/borrow to fund your expansionist military, and hope to heck production doesn't plummet because of it.
  • by emarkp (67813) <.moc.liamg. .ta. .pkrame.> on Tuesday July 12 2005, @02:02PM (#13044661) Journal
    Why is it that religion (when present at all) is always presented as evil? The most egregious example I've seen was Homeworld: Cataclysm. I avoided that game because when I was reading up on the story it seemed that the enemy was entirely motivated by religious zealotry. (Indeed, one of the enemies in Homeworld was attacking because of the "desecration" of the system by the ship's mere presence.)

    From what little I've seen of Halo 2 (not much), it also looks like religion plays a driving role for the enemy.

    Religion is a factor for good in many people's lives. Yet I can't think of any time it's presented that way in games. It's either absent or evil.

    Interestingly, part of my wife's Masters project at library school was to analyze the presentation of religion in fiction, and it's often the same: either religion isn't mentioned or it's bad. Granted, there seem to be improvements recently (last 10 years), so maybe there's hope for video games as well.

    • by Txiasaeia (581598) on Tuesday July 12 2005, @01:16PM (#13044118)
      "He was so passive that he let himself be killed."

      This isn't exactly true. He wasn't so passive that he refused to admit that he was, in fact, God. This was ultimately what led him to be crucified, the charge of blasphemy.

      And I wouldn't exactly call him a passive liberal; if anything, he was a social activist that refused to resort to violence. He worked on the Sabbath (big no-no), taught his followers to turn the other cheek/cloak/walk further with a Roman soldier (actively rebelling against authority by willingly giving up goods & temporary liberty), befriended prostitutes and tax collectors (like befriending lepers today), and inspired a schism in the dominant religion.

      He was "liberal" in the sense that he fought against the status quo, but I can't see anything in his actions that could be defined as "passive."