On the Moral Consequences of Gaming 170
N'Gai Croal and the LevelUp blog are collaborating with the popular UK games magazine Edge, and late last month we discussed the emotional impact of games. Or, more realistically, the lack thereof. This week N'Gai has been exploring what could be done to reinforce that emotional impact, and perhaps take those choices to a moral level. "What if developers attempted to bring social sanction into the experience? What if your Gamertag were designated 'Child Killer' for having murdered [Bioshock's] Little Sisters--or 'Good Samaritan' for having saved them? Microsoft recently announced its plans to add the Facebook and MySpace-inspired feature of allowing you to browse your friends' Friends Lists; what if everyone on your Friends List were notified each time you killed a Little Sister--or every time you rescued one--like the Status Updates on Facebook?"
Sounds like an extension of 'Achievements' (Score:3, Insightful)
No, silly (Score:5, Insightful)
I would not play (Score:5, Insightful)
I believe I am ethical and moral in my real life, why the fuck would I want to be that way when playing a game? Isn't the point of a game to do things you would not ordinarily do.
And yeah, I killed some of the Little Sisters; after fighting a Big Daddy and getting my ass handed to me on a silver platter over and over again I figured they deserved it.
Roleplaying (Score:4, Insightful)
It's when I pretend to be something I'm not by using my imagination.
I enjoy being creative, it adds to my enjoyment of the game.
They create fantasy worlds for us to play in, so we live fantasy lives when we play.
You can not judge someone for fantasy crimes.
I am not affected by these fantasies, except perhaps earning more understanding for the types of people who act that way.
This is important because I will come across many types real people over my lifetime, and my ability to deal with them hinges on my understanding them.
Then what's the point of Gaming? (Score:4, Insightful)
The entire point of all games (not just video games) is that they allow you to pretend to do things without the moral sanctions that normally apply. To pick an antiquated example, would you like being labeled "potential thief" if you happened to play on the robbers' side in a game of Cops and Robbers? To put it more succinctly: if there are consequences outside the game, then its not a game. Its reality.
its a different behavioral system (Score:5, Insightful)
Honestly, if they do it, instead of giving negative names to bad choices and positive names to good choices, it should just be names biased to that side. like on the good side, you'd have titles like protector, savior, etc. and on the bad side you'd have names that people wouldn't mind having or that are 'cool' like dark lord or some ish.
The reason we can choose in games is so we can get a more interesting experience, not so we can be embarrassed by it.
What about tags that do have an implication? (Score:4, Insightful)
What I'd like to see are some relevant tags, like team-killer. I don't care how you play the game in a single player mode, it's up to you. But in multi-player games, it would be nice to know what behavior we're likely to see.
Why allow the action if it will have consequences? (Score:3, Insightful)
What do I gain? (Score:4, Insightful)
Sure, you can label me as a hostage killer in CounterStrike for my occasional screw up in a firefight but does that mean I qualify for the G.I. Bill due to my fine combat record in Call of Duty 4?
And more-so, if I had friends that got bent out of shape because I don't lose sleep over the hostages I accidentally fragged I probably wouldn't want them around me anyway.
Re:what if indeed? (Score:3, Insightful)
Most of them break down to:
Option 1 - Inconvenient (refuse reward)
Option 2 - Neutral (take reward)
Option 3 - Jerk (take reward, and kill quest NPC)
It can be fun, but KOTOR, KOTOR2, Fable, etc.. all look like that. It's difficult to implement any deeper system.
Purpose of Games and Gaming (Score:3, Insightful)
You play to be different a different person through your character, in a different situations, with different rules/consequences. Why would I want to play a game that related my in game decisions to what society thinks is right or wrong? That is not a game, that is life. A game, to me, is an escape from life. Are they mutually exclusive, games and 'life'? Probably not, but that does not mean they shouldn't be.
I play video games so I can escape... (Score:3, Insightful)
Man, I *liked* Bioshock and Portal. (Score:3, Insightful)
Calling your Gamertag "Child Killer" for killing Little Sisters would be annoying and sensationalist. These guys are supposed to be a link between video games and the mainstream media, and they don't get that having a bunch of 13-year-olds bragging about their shiny new "Child Killer" tag would be bad PR? (No, those 13-year-olds SHOULDN'T be playing M-rated games, but as anyone who's ever used Xbox Live can tell you, they do anyway.)
Anyway, let's see if I can one-up them on the blowhard meter: if we are to take seriously Kant's Third Critique, we would have to accept that aesthetic appreciation is only possible when the object of appreciation is of no immediate practical interest to us (but rather a "disinterested interest"). If we start salivating when looking at a picture of fruit, that's not "artistic" or "aesthetic" appreciation. If we look at pictures of naked women for sexual pleasure, that's not "aesthetic" appreciation. By the same token, if we're worried about our actions in a video game because we think they'll affect our real life in some way, like making us online social pariahs because of our Gamertags, that's not an aesthetic concern either. Introducing pragmatic interests to games makes them closer to porno than to DaVinci.
Comment removed (Score:3, Insightful)
Re:What about tags that do have an implication? (Score:3, Insightful)
For that matter, you could get more finite control. For example, some games allow the player that was killed the choice of whether to punish another player or not. Make it so only punished TK's count in the grand scheme of thing. Combine that with decay, and the chances that you're griefed into the tag are diminished significantly.
The Real Problem (Score:5, Insightful)
That is why these morality games will and must fail. There are no real moral issues explored, only a scorecard of how well you've conformed to the designer's idea of what morality is.
Games might very well become more immersive and emotionally involving. They will *not* become real-world moral laboratories. If the player's view of morality differs in any way from the designer's then that disconnect will destroy the entire illusion.
'Child Killer' would be an awesome tag.... (Score:2, Insightful)
Re:Roleplaying (Score:1, Insightful)
Re:what if indeed? (Score:4, Insightful)
So yes, I completely disagree that we're focusing on our performance. It's like saying that people don't pay attention to the plot of a story because they're more concerned in how many pages they're reading, per minute.
Re:Why allow the action if it will have consequenc (Score:3, Insightful)
Mercenaries was another one, there's one particular mission where there's a huge firefight going on, and suddenly, up comes a message saying I'm due them $100K of my earnings because I shot the CNN reporter. Wow. I didn't even know there was one there! There's seven different automatic weapons going off over here, but you're sure it was me? What the hell was the idiot doing sticking his head up in the middle of a gun battle anyway!?
Those events were crap enough - don't go adding Civilian Killer to my gamertag as well.