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XBox (Games) Entertainment Games

Virtual Morality Gives Pause For Thought 68

Thanks to Globeandmail.com for their article discussing deeper storylines and more complex moral choices for a maturing videogame audience. They cite a forum post from a KOTOR player lamenting: "Being evil is addictive and I find myself in situations where my conscience kicks in and it's difficult for me to do the bad thing", and the article claims this "...represents a new generation of sophisticated electronic games, created for a maturing and rapidly expanding audience, that are transforming gaming consoles from an adolescent diversion into a mainstream entertainment medium with artistic integrity and a social conscience." Is it justified to feel guilty about being evil within a videogame?
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Virtual Morality Gives Pause For Thought

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  • by GuyMannDude ( 574364 ) on Thursday July 24, 2003 @09:14PM (#6528126) Journal

    Is it justified to feel guilty about being evil within a videogame?

    I don't see why. You should be in touch enough with reality to know that the videogame is a clear-cut fantasy. Let's face it, Japan produces an entire genre of animated films featuring young-looking women being raped by monsters with tentacles. They don't seem to feel guilty about watching those movies.

    Hentai films and violent videogames lie squarely in the realm of fantasy. There's no need to apologize for your interest in either of them.

    GMD

    • by jazzmodeus ( 692068 ) on Thursday July 24, 2003 @09:27PM (#6528215)
      Videogames are about role-playing, playing a role. Good and evil are just that, roles to be played. In games we play the roles that will reward us with the most enjoyable experience. Real life often imposes a necessary morality to function within society, allowing little opportunity to experience life at the extremes. Games allow, if only for a moment, if only vicariously, the player the chance to experience a life at the extremes. J
    • Reality is not defined by rocks but by the presence of people. Setting another player back an hour just to acquire a little gold should make you feel guilty, as while the wound is virtual the choice made is real.

      Even fantasy is, to some degree, echoes of experiences with people. The Ilthorian mentioned in a previous poster's comments is a stand in for a very real situation we have probably all faced in our lives: Do we add our voice to a chorous of tourments for sake of personal gain or do we sacrifice o
      • "But if one choses to eat ewoks alive, killing the character and booting the user permanently from the server, one should rightfully feel guilty. If one chose to sell out the Mudokans to their fate in order to save their own hide, one should feel guilty."

        I disagree with these examples. That is your GOAL in the game in that context (being an 'evildoer' as our braintrust of a President calls it). Does that player feel worse for having been eaten knowing it was a person being the bad guy, versus a bot/scripted game event? I doubt it. Do you feel guilty when playing Quake 3 and you frag the point leader in an elimination round?

        • by cgenman ( 325138 ) on Thursday July 24, 2003 @10:24PM (#6528580) Homepage
          That is where morality comes into play. Your goal isn't specifically to eat ewoks or sell out the Mudokans... your goal is your choice. A person in a MMPORPG will feel bad when PKed because he has lost experience, gold, and a sum of his time towards his goal, whatever that may be.

          I agree that nobody should feel guilty for fragging a point leader. But one should feel guilty if one DDOSes the point leader in order to win. There are certain roads that are immoral to take in the achieving of one's goals. Just because videogames change both the goals and the morality of the situation doesn't mean that the morality has been moved. The closer the videogame attempts to ape the situations found in life, the closer the resulting morality template will be. Characters in stories can act immorally even though they are characters. As a player in the role of a character you too should feel emotional ramifications of your decisions.
          • I had meant to say "[it] doesn't mean that morality has been REmoved."
          • "A person in a MMPORPG will feel bad when PKed because he has lost experience, gold, and a sum of his time towards his goal, whatever that may be."

            Yes, but if he's killed by another person, or a computer drived NPC is irrelevant. He'll still feel bad. So if there is a choice to play the bad guy, adn one chooses that, and they kill another character, so be it. Everyone's getting what they knew could happen.

        • That is your GOAL in the game in that context

          Lets change the qustion slightly. Should one feel guilty to create a game where a potential goal (roleplay) is of evil? Should one feel guilty creating a game where the only role is of evil. (GTA3, for example)

          Video games are like wrestling. They both appeal to the masses. Tetris isn't GTA3, WWF isn't Sumo. But there is an intended audience, and the developers of both types write for their audience. The end product contains not only the developers vi

        • by Zathrus ( 232140 ) on Friday July 25, 2003 @11:47AM (#6532506) Homepage
          Does that player feel worse for having been eaten knowing it was a person being the bad guy, versus a bot/scripted game event? I doubt it. Do you feel guilty when playing Quake 3 and you frag the point leader in an elimination round?

          There's a difference though, and it's the reason why people who play "evil" characters in MMORPGs quickly discover it's a bad idea.

          In Quake, the entire point of the game is to kill the other players. Without that there's no game, and there's really relatively little downside to having been killed.

          In a MMORPG RP'ing an evil person is usually seen as no different from being an asshole. Probably because there's not much difference in reality either, and in neither case do people want to deal with you. Yeah, great, you're a dark elf and you're supposed to be evil and look out for yourself and whatnot, but if you ditch the group because you were worried that you might die, screw you - I don't need to deal with that kind of crap. If I'm in a PvP area and you're killing people and keeping them from getting back to their corpses or whatever -- screw that too. It may be fun for you, but it sure as hell isn't for me, and as far as I'm concerned you're an asshole.

          Which is the thing that people tend to forget when they play evil characters, or are griefers, or whatever -- there's a real person on the other end of that avatar, and they want to have fun too. Having your fun at the expense of others -- when there's other options that don't involve screwing someone else -- is deplorable, and you deserve to be treated as scum.
      • Even fantasy is, to some degree, echoes of experiences with people. The Ilthorian mentioned in a previous poster's comments is a stand in for a very real situation we have probably all faced in our lives: Do we add our voice to a chorous of tourments for sake of personal gain or do we sacrifice our social status for the benefit of another? Whether or not we have emotionally injured a person is secondary to whether or not we chose to injure. The physical damage is less important than the insight into one's c
    • Interesting you should put it that way.

      There's a good deal of noise about folks that can't separate video games from reality, and how ridiculous it is that people do this. Of course, that's always in context of someone gunning down a bunch of people in real life.

      Now it's considered healthy and mature to again be unable to separate video games and reality, except this time to extend moral worries to video games?

      I'll grant that the latter is less likely to have nasty direct real world consequences...
    • This looks single player, so I have to agree.

      But if a game is MultiPlayer, and you do immoral thigns to other characters (such as mugging them, or Killing them wrongly (TK) , or robbing them of everything they have) you could easily be detracting from the expierience for someone else.

      Jumping into a game of Quake and being a griefer is certainly not a good thing, true it is petty immoralty, along the line of mild harrassment or teasing someone gently who is not cool with it. In that case, true it is a fan
  • Due to the rise in online gaming, for the first time, it is actually other peoples experiences and enjoyment of the game that you are affecting.

    The article seems to use examples mainly from online games, which can completely affect someones decisions. When your action is going to affect a few bytes of data stored temporarily on your computer its no big deal, but anyone who has played an online game will at some time have been upset by another player, even if they have simply lost a fair game, so they then
  • Ultima (Score:3, Insightful)

    by dmorin ( 25609 ) <dmorin@g[ ]l.com ['mai' in gap]> on Thursday July 24, 2003 @09:20PM (#6528174) Homepage Journal
    Yet again, this is hardly a new issue. Weren't ethical / moral decision points strewn throughout the entire Ultima series?
  • by TwitchReflex ( 685515 ) on Thursday July 24, 2003 @09:22PM (#6528186)
    I rented KOTOR, and over the five day period, I found it hard to do dark hearted things. If someone asked for help, I did, and if there was a peaceful solution to a volatile situation, I sought it out.
    Even when it came to dealing with the Sith, I never passed up a situation to give them a second chance.
    I think by going this route I may have tacked on another five hours to complete the game with all the backtracking that had to be done.
    Is there a guide that could show the opportunities lost on taking a single path light or dark? I know of only one or two quests that were exclusively dark side material, acting as bounty hunter.
  • by unclethursday ( 664807 ) on Thursday July 24, 2003 @09:23PM (#6528192)
    Second time through the game. First time I became uber Light Side Jedi, this time I'm going for uber Dark Side Jedi.

    Yet, I know when I get to the part where the kids are picking on the Ilthorian (Hammerhead for those not knowing what an Ilthorian is) in Taris (very early in the game, so not a spoiler), I will have a very difficult time with myself trying to be mean to it.

    Everything else I should easily pick the Dark Side stuff....but the kids picking on the Ilthorian I may just gain a Light Side point or 2. Not that it really matters, I got around 5 Dark Side points my first time through, and still had uber Light Side Jedi by the time I finsihed the game.

    Thursdæ Sith Lord in Training

    • I help everyone out in the game, because there is a lot of social commentary in the game. With the Ilthorian, when the kids made fun of him, it reminded me of days of legal segregation. I told the kids to scram, and Helped the dude out. Then when you go to the undercity, I gave the beggars 20 credits, because it would help them out. KOTOR is a really good game because it lets you act how you want, yet, there are consequenses for being a jerk. But I also like how many of the quests illustrate a given pro
      • I know what you mean. That's why I went for the Light Side my first time through. But, there are different endings in the game, and you can't see the Dark Side ending unless you are one mean son of a bitch (or bitch in my case, my character is female). I gave the beggars 20 credits, I helped the Ilthorian, I did everything as far to the Light Side as I could. And I did this over 40 hours of the game...

        But, I want to see the Dark Side ending, and it's kind of impossible unless I act like a Sith Lord wou

  • Going Postal? Mowing down pedestrians in GTA3? Nah.

    Friendly fire? PKing? Using cheats? I got a problem with that (and I won't be the first person to admit to these "crimes"..but it got old fast.)
    • GTA (Score:3, Interesting)

      by metamatic ( 202216 )
      Maybe I'm strange, but whenever I saw a hooker getting slapped around by a pimp or a john in Grand Theft Auto 3 (or Vice City), I'd intervene and teach him some manners with a baseball bat. Seriously.

      I'd also pull "Lost Highway" style politeness education sessions on drivers who cut me up.
  • Its good to be bad.
  • Kick ass!!! (Score:1, Funny)

    by Anonymous Coward
    Does this mean we can soon expect a 'Veggie Tales' mod for Quake 3?

    ~~~

  • eh? (Score:5, Insightful)

    by Anonymous Coward on Thursday July 24, 2003 @10:18PM (#6528545)

    Is it justified to feel guilty about being evil within a videogame?

    Is it justified to feel aroused when looking at a picture of a naked woman? Is it justified to feel hungry when thinking about a hamburger? Is it justified to feel angry about something that happened in a movie?

    Yes of course it is! The REASON that movies (and video games, etc) are popular is because they let you "drop your guard" for a little bit. they let you feel emotions or experiences that you don't usually. If you didn't feel emotions like this, you wouldn't be human.. the same part of your brain is involved either way.

    Of course it's a problem when somebody confuses "fantasy" with "reality" but I'll admit those are pretty fuzzy lines. We all live in a sort of fantasy world anyway, or more precisely, a subset of reality.

    If this fellow feels bad about being evil in a game, then he has two choices: 1) don't be evil in the game, or 2) explore your feelings and self-understanding through being evil in the game. It could be frightening, exciting, and perhaps enlightening. You don't get those changes in the real world.

    • Re:eh? (Score:2, Insightful)

      by basking2 ( 233941 )

      I think you wrote that comment off too quickly.

      Many folks think it is quite justified to feel bad (though perhaps not precisly guilty) when they play an evil character. If we have any notion of "good" then we should be repulsed by evil to some degree. If someone denys any absolute morality, then there is no reason to feel anything because it's all meaninless as it is all relative.

      I completely agree that movies, books, rpgs and music especially, let us feel, live, and express ourselves beyond our immedia

  • by Lust ( 14189 ) on Thursday July 24, 2003 @10:29PM (#6528599) Homepage
    In Japan you can take classes on smiling. The theory is: if you force yourself to smile even when you aren't happy, the positive emotions will kick in later.

    I worry about playing negative characters for the same reason. When truly embracing the character of a game (and play it for hours!), why wouldn't we expect it to carve neural pathways. It might guide our actions only subtlely in day-to-day life, but isn't that a bit disturbing, regardless?
    • In Japan you can take classes on smiling. The theory is: if you force yourself to smile even when you aren't happy, the positive emotions will kick in later.

      I worry about playing negative characters for the same reason. When truly embracing the character of a game (and play it for hours!), why wouldn't we expect it to carve neural pathways. It might guide our actions only subtlely in day-to-day life, but isn't that a bit disturbing, regardless?


      Actually, this is because of a physiological phenomenon.
      • The feeling in your face you get from your "smile muscles" is associated subconsciously with being happy. When you force your muscles into this configuration without that emotion, you subconsciously recall this feeling of happiness and it effects your present mood.

        This is effectively what the grandparent was saying. The smile is the fantasy--appearance without meaning. Since the appearance is neurally associated with the meaning, however, triggering the former can stimulate the latter. This could be ap

  • by Rayonic ( 462789 ) on Thursday July 24, 2003 @11:19PM (#6528907) Homepage Journal
    KOTOR, while being an excellent game, is not the first RPG to give you tough, moralistic choices. However, it may be what popularizeses the concept with the console crowd. Seems they're just realizing that not all games put you on strict personality rails, like in most console RPGs. (I'm lookin' at you, Final Fantasy series).

    For even more choice-riddled gaming, I suggest checking out Planescape Torment, Fallout 1+2, and Deus Ex, among others.
  • Intent (Score:5, Interesting)

    by xyrw ( 609810 ) * on Thursday July 24, 2003 @11:21PM (#6528920) Homepage

    I'll attempt to narrate a short passage from a famous Chinese kungfu novel, `The Return of the Condor Heroes'. These and other novels, written by Louis Cha, were responsible for the interest in swordfighting themes that ultimately led to films like Crouching Tiger, Hidden Dragon.



    A very highly- skilled character who spent most of his life killing has become a monk in order to curb his murderous desires. One day, he comes across a snowman, and in order to satisfy his craving to kill, he attacks the snowman with a mighty blow and destroys it.



    Initially unbeknownst to him, the snowman was a live person who had been immobilised and left standing in the snow, and so this person perished at the hands of the murderous monk.



    So said the monk's teacher: When you destroyed the snowman, you did so because you did not want to kill a real human being. And yet, when you destroyed it, did you not have killing on your mind?


  • by Geckoman ( 44653 ) on Thursday July 24, 2003 @11:26PM (#6528963)
    This kind of concern for moral choices and consequences is something new in the universe of video gaming, where trigger-happy contestants are traditionally rewarded for shooting first and never asking questions.
    Um..."new" except that Ultima 5 did that in 1988.
  • because (*DUH*) they are like reality one might think that simulating moral issues will appear too. Thinking we are "in" the "imaginary" world vs. the "real" world is to forget that we can project ANYTHING symbolically anywhere... wooly mammoth up to Osama Bin Hidin'.

    Morality is something mixed directly with all other interactions with other humans, and even with our own potential in our future. If we like a real simulation, we like our freedom to act within it.. and that suddenly is moral. ALmost *ALL

  • by toddhunter ( 659837 ) on Friday July 25, 2003 @12:36AM (#6529356)
    When I played through Baldur's Gate 2 I just couldn't bring myself to play evil. This was even after playing it through a few times and looking for a new challenge.
    The best I could manage was a semi-evil character who still does the good things but chooses the mean/smart mouthed dialogue options.
    I don't see this as a bad thing though. I also can't bring myself to go on an online game and intentionally cause trouble or try to ruin the experience for others by killing them off. I wonder if there is a link between the two types of gamer?
    • by Kargan ( 250092 ) on Friday July 25, 2003 @03:14AM (#6529944) Homepage
      The choices were many and very clear-cut in that game, and they had noticeable consequences that definitely affected gameplay.

      The first time I played it through, I was good. It was nice to have the high Reputation, and I know from prior RPG experience that playing a good character is generally quite a bit easier than playing a bad one, mostly due to NPC reactions and general relationships within the party itself. However, I noticed one thing...all those evil characters I couldn't hire sure were tough, and they'd make a great ally...

      Henceforth, the second time through I was evil. Not chaotic, just neutral evil, and I was a thief sub-class, so that seemed to fit. Guess what? It was actually more fun playing through the game as the evil character. My allies were tougher and more skilled, and, surprisingly, worked very well with each other. The evil party could have taken down the good party, no problem. There were a few quests that I couldn't attempt due to my alignment, and there were a few quests that I received Reputation points for. As you may or may not know, if you have an evil party and your Reputation gets to a certain high point, your party will not stop bitching at you to "get back on track" and the like. If it gets high enough, they leave the party. So, to keep that stat in check, whenever it got too high, I would go slaughter some random town denizen. It was like a sacrifice. "I want the good items and the experience, therefore an innocent must die." But, like previous posters have pointed out, this was not online, this was single player, so they weren't really NPCs, they weren't people, they were just bits and a method of keeping the party happy and together. That was all I had to do to remain in good, er, evil stead.

      I can absolutely see how ruining some other person's gaming experience can make one feel bad, and this is why I don't do it. The only time I go out of my way to make some game a little more hell for someone is if they bring it upon themselves by doing this to others, so it's almost like a "vigilante" point of view. However, I can say that without a doubt, BG2 was more fun to play as an evil character, and I recommend you go through and try it again that way, if you get the urge to play it through again. Single player games afford more freedom in this area, no matter which way you look at it. The only way this would not be true is if there were some kind of unbalance within the game itself, i.e. it being far more difficult to play through as either a good or bad character. That might still be ideal, though, giving players the opportunity to make the game harder or easier on themselves, similar to choices one would have to make in the real world.
      • I tried to play BG2 evil once ... I didn't get very far. I thought I should get "in character" at the start by being arrogant and insulting to Jaheira and Minsc and Aerie, but I couldn't bring myself to do it.. They were "only NPCs", but I still didn't want to hurt their feelings.

        (well, maybe not Jaheira ... She got on my nerves :-/)

        I tend to have the same problem when it comes to changing party members.. I'm like, I'd love to have you join me, but I'm too attached to these other folks to kick one of the

        • How's this for being evil. Do the quest, get the reward, kill her afterwards. In a way that's *more* evil because you exploited her kindness and then killed her for whatever money and experience she'll give you for it.
          • If you're being "in-character", you _can't_ have experience points as a motivation, since they're an out-of-character concept. _You_ know that quests are always worthwhile; your character doesn't (and, in fact, wouldn't recognise most of them as a "quest").

            • Why can't your character have experience as a motivation? Haven't you done anything in real life for the experience of it? The game just assigns points to represent electronically the knowledge or skill you would gain for doing something in real life. That's the way I look at it anyway.
    • Me too (Score:2, Interesting)

      by Zalminen ( 658870 )
      If i can choose I usually play as a good guy. I have tried the other role as well but i always ended up with a rather watered-down evil guy. It was also quite interesting to note what kind of evil deeds were easy for me to do and what were not. In Fallout 2 for example I found it hard to say no when someone asked for help but i didn't really have trouble shooting dozens of innocents/good guys. Disturbing? I don't know... I guess shooting down a bunch of pixels felt a lot more like 'just a game' than refusi
  • True evil is doing something evil while at the same time feeling bad about it, because you know it's wrong, and still go ahead and do it.
  • My own experience (Score:5, Interesting)

    by hob42 ( 41735 ) <jupo42@g[ ]l.com ['mai' in gap]> on Friday July 25, 2003 @01:55AM (#6529685) Homepage Journal
    Hm. I don't quite know what point I'm trying to make here, but here goes anyway.

    I think we're only going to see more of this as games become more and more realistic and involve online communities rather than single-player games or shoot-em-ups. The latter is specifically made so that if a person loses one fight, he isn't set back much. It wouldn't be fun otherwise.

    I play an online turn-based strategy/rp game called BattleMaster [lemuria.org], where you have quite a bit of freedom to behave however you like, within the RP restrictions of your realm and class. You can be a jerk, you can be noble, you can be snooty. I'm amazed at the people who are able to pick a path for their characters, and stick with it - "this character will always be true to his country, even at the expense of other players", or "this character will do whatever it takes to get the highest fame and fortune", etc. I, on the other hand, keep coming up against the fact that there are real people on the other side of the computer screen, and they've invested months playing these characters up to this point. We're all here to have fun, and it simply isn't fun to lose all that effort.

    As a ruler, I had thirty characters under my command and I controlled not only the future of both my realm as a whole, but through that, each of these characters as well. I ended up failing both miserably, thanks to bad timing and alliances that fell through, and I will probably never try being a ruler again. I have the political skills, but the stress of so much fate resting in my hands was too much of a burden.

    Another character of mine once defected from one nation to another. I've seen other players do it all the time. My stomach was queasy and my hands were literally shaking, though, while I wrote my manifesto to my ex-comrades and clicked the button to become a traitor. It took me some time to realize exactly what I was scared of, sitting safely in a cozy computer chair in my living room... I was scared about what everyone else would think of me - that in their eyes, I was a rebel and traitor, not a man of honor.

    I have a hard time keeping my real self out of my virtual characters. I set myself a high standard to live up to, and that rolls over into my online lives as well. Likewise, when someone thinks I've done something dishonorable online, it hits me about as hard as someone telling me to my face.

    In the end, though, the advantage of the game world is the ability to turn it off, which I will be doing for this game next month. With a couple clicks, I won't ever again hear from any of the people I've endured harassment from or any of the people who I feel I've failed as their leader, yet I can still draw from the experiences as though they were my own - because they were.

    -jupo
  • by RALE007 ( 445837 ) on Friday July 25, 2003 @02:34AM (#6529838)
    ...but how much fun would a game be if it was only only nice guys helping ladies across the street?

    It is role playing after all, and without evil roles being filled, who would be in conflict with all the do gooders?

    Unless the game is "Virtual Boyscout" or "Utopia Online" I think the evil roles are definitely necessary.

    Besides the necessity, who wants to be a good guy all the time? I don't mind playing a bad guy, if in the process I'm taken down by do-gooders, so be it, I don't mind. If I'm playing a good guy and evildoers get me, oh well. That's the point of the game, conflict. I try to win, and if I'm going down, I'm going down hard (and taking as many with me as possible). I'm not just going to roll over, how much fun is it for anyone to win a rigged "good should always beat evil" fight?

    Not to be offensive, but some comments I've read seem to hint at the idea "everyone should be winner". In my opinion, how can one win if someone doesn't lose? Forget that, I'll take my wins and my losses. Winning without the possibility of losing is meaningless, and even losing can be fun too.

    Isn't the whole point just to have fun anyway?

    • If I had mod points, I'd mod you up some more. Excellent point you make here. I've been playing a MUD recently where roleplay is *extremely* emphasized. If you act out of character, you risk getting your character deleted. The reason I have so much fun playing this MUD is because of the good-bad conflict. Without that, everyone would just run around killing non-player characters for XP. Everyone dies at some point, and there are ways to come back, like begging a high level priest to resurrect you. Ev
  • by wowbagger ( 69688 ) * on Friday July 25, 2003 @07:41AM (#6530574) Homepage Journal
    True evil exists in this world, but rarely does true evil believe itself to be evil - rarely do you see an evil person sitting down and saying "What terrible thing shall I do today, MUWHAHAHAHA!"

    Consider Saddam and Sons - the things they've done are, by most people's judgement, evil - putting people into a shredder feet first, raping women, killing their opposition. Yet, do you think that Saddam thought to himself, "I'm so EEEVIL - I love being me!". I doubt it - he almost certainly rationalized what he did - "Yes, putting this guy feet-first into this shredder is terrible (although kind of cool), but the pure horror of it will prevent anybody else from doing what he did, and thus will keep order in my country."

    Or, consider Anakin/Vader - as we are seeing over the course of the first three movies, his descent into evil was not caused by a desire to do evil, but natural and otherwise good impulses ("These raiders are bad people - they hurt an innocent (my mother). I will remove the threat - I will destroy them.")

    Now, consider the game - you say you are having problems "doing evil". Good. Don't "do evil" - roleplay. Say to yourself "I am going to do whatever it takes for my character to advance. Everybody else is going to do whatever they can do do advance, I must do it to them before they do it to me." Get yourself in that mindset, and the evil will come naturally.

    Then, after the game, please MEDITATE UPON YOUR ACTIONS, and realize why that sort of attitude should be strictly confined to situations where the harm done is fictional!
  • I felt uneasy for days after finishing Kagero: Tecmo's Deception 2 and obtaining the "evilest" ending for killing absolutely everyone in the game by tricking them into various lethal traps. I think "You are what you do" includes virtual actions.
    • Oh come now, that game is just good wholesome fun.
      Here's my reasoning: We all get pissed off from time to time and really feel a need to vent. Games like Deception 1&2 are simply an outlet for this sort of thing. Its like a much more interactive version of punching a pillow, the intention is still the same, to get our frustration out, and relieve stress. Sure, in the context of the game we are killing people in horrible, albiet entertaining, ways; but maybe that is part of the enjoyment of the game,
  • I love video games that let you be evil.. most video games will let you be evil to a point, but eventually you have to shape up to do the heart of the game. Morrowwind is a great example.. they let you kill anyone you want, but if you kill the one big boss guy, you can't complete the main quest and complete the game. If a game allows evil characters, it should allow for complete evilness and still let you finish the game.
  • I played a game on my Apple II back in the 80's called 'I, Damiano'. Anyone else ever hear of this? Don't even remember how I came across it. As you made choices in the game, a meter measured your good v. evil level, and there were moments where I was never able to determine the 'moral' choice. If memory serves, you had to discover the appropriate times where the evil choice was correct as 'the end justified the means.'
  • It's called "catharsis". Do whatever you want in fiction, so that you are not tempted to do it in real life. Since we all have reptilian brains, we are all violence-prone (regardless of education), so cathartic gaming is really a good idea.

    Besides there is the issue of relavance of trying to impose morals in a virtual and furthermore non-persistant world, where its inhabitants are granted immortality by the power of continue or restart game...

    • wrong wrong wrong (Score:1, Informative)

      by Anonymous Coward
      Not to insult you, but you really need to open up a psychology book before you quote "fact" that is anything but...

      The part of the brain that is referred to as the "reptilian brain" has very little to do with behavior, it controls primarily maintenance functions, not advanced behavior or rational thinking.

      Furthermore, almost every single study conducted on the cathartic process (everywhere from movies, to games to punching bags) has concluded that acting out anger only furthers it since the excitation
      • interesting (Score:3, Informative)

        by newsdee ( 629448 )
        "reptilian brain" has very little to do with behavior

        You are right... humans do have some kind of "animal instict" behavior, but indeed, it is probably rooted in another place. I have used the term somewhat loosely in this respect...

        almost every single study conducted on the cathartic process has concluded that acting out anger only furthers it since the excitation

        But for how long is this excitement high ? Is it measured immediately after the experiment or in the long term? Studies with kids and video
    • Specifically, catharsis is the cleansing of emotions, described by Aristotle as the effect of watching drama - eg, if you watch a sad play you will feel better for having purged (kathairein) yourself of the emotion 'sadness'.

      I don't know if performing virtual evil acts quite counts in this sense, unless you feel some kind of remorse or guilt for your virtual actions.
  • What amazes and entertains me the most about the light/dark system in the game, isn't the obvious choices that turn out to be evil, but the simple things you do that result in pushing you to the darkside without even realizing that said action would cause it.

    For example, I was investigating a murder and in talking to the witnesses it was very obvious that one of them wasn't telling me everything he knew. I couldn't talk the truth out of him, and since i was trying to prevent an innocent man from being ex
  • C'mon, how many of you walled one of them in? I know I felt (strangely) guilty when I did it.
  • For me the line seems to lie somewhere just short of realism, but also consent plays a role. I've never had a problem playing a game where I fragged NOCs, other players, and monsters into tiny bits. In these games, it's kill or be killed, and everyone is a willing participant in the fun.

    But then I tried Vice City (the sequel actually). I couldn't finish it. In fact I probably only played an eighth of the way through before I couldn't stomach it anymore. I think the turning point for me was when you had to
  • Heh. I misread the headline. I thought it said:

    "Virtual Memory Gives Pause For Thought"

You knew the job was dangerous when you took it, Fred. -- Superchicken

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