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BioWare on why moral choices in games fail so much photo

In our last BioWare story, we talked about how Dragon Age: Origins will be "aggressively" grey, and how it plans to introduce a truly engaging moral choice system. I then asked Mike Laidlaw why he feels that other games have failed in their quest to bring morality into videogames, and how close we've come to capturing that true sense of dilemma in a game.

"I think it's difficult because the raw morality you're presented with in a game is a very narrow slice of life, a narrow experience band," he explains. "So in order to convey what's good or bad or evil or not takes a lot of heavy lifting. You can do an entire play or an entire novel around a single moral moment and the reactions or repercussions of of it, but a game is a big experience and you have to account for the player working within a possibility space as opposed to a single linear narrative.

"We often lose the ability to dive into the internal monologue, a lot of those things that act as ways to help morality and that kind of choice are less effective in games, or at the worst scenario, they haul you away from being a videogame anymore and they take control away from the player.

"How close are we? I think Dragon Age is the closest that BioWare's ever done. I think we've done a pretty good job of challenging you in situations where there's no easy answer ... Ideally, we end up with players with different mindsets and different thoughts and if things are really humming, then your origin story has helped to paint the world a certain color, giving it a certain tint that helps you tackle the world from a different angle."

What do you think? Why has morality in games been a dud until now? Do you agree with Mike, that videogames are too broad and lack the narrative tools of other mediums, or is there something more than that?








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37 comments | showing # 1 to 37
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shinryu's Avatar - Comment posted on 09/09/2009 10:09
shinryu
it's just another dimension of grinding. You play good for the story, then bad for the fun. But you never make decisions based on what you feel because it can conflict with what you're trying to achieve in-game. Like in KOTOR, a lot of times I wanted to make choices that conflicted with my main choice of path, but it wasn't convenient because at the end of the day it just resulted in a +/- on you light/dark counter. Granted, KOTOR also had a nice branching storyline, but in most cases I just feel that morality is just an additional meter to take into account. IMO morality choices shouldn't have repercussions on gameplay or player development, just allow you to pick what you feel like at the time without worrying about getting those extra powers.
Mecha Six VII's Avatar - Comment posted on 09/09/2009 10:12
Mecha Six VII
Moral Choices are inherently shallow because there's no actual feeling of what you're doing is wrong or right, it's just a very cut and dry, this is the evil route, this is the good route, and even then, it doesn't change much, or in the case of inFamous in some scenarios, and Bioshock when it pertains to Adam, doesn't change a thing. Either you save little girls or you murder them in the most insanely brutal way you can imagine by ripping out something inside them that keeps them alive.
atastysammich's Avatar - Comment posted on 09/09/2009 10:15
atastysammich
Nah, I think the tools are there. It's just that developers seem generally content with making the response to the other choice "Teehee, don't be silly, of course we're not actually going to join the badguys!" The only things stopping them from making a game where my protagonist ends up varyingly differently from when you play as him are the developers' imaginations and strict adherence to some sort of canon that's been set in stone.
saucycam's Avatar - Comment posted on 09/09/2009 10:15
saucycam
Fallout 3 is the only game I've played that did morality right. The quests really allowed choice. Most games it's press button to be good or evil (Bioshock) but Fallout 3 really got it right, even when you made the good choice things fucked up.
Wintersocks's Avatar - Comment posted on 09/09/2009 10:16
Wintersocks
I disagree. Don't you remember Spelunky?
Tralfmadoria's Avatar - Comment posted on 09/09/2009 10:17
Tralfmadoria
My big beef with morality systems in most games is the fact that they force players to make clearly 'good' choices or clearly 'bad' choice. While that in itself is better than a completely linear narrative in that it gives the player some choice, most morality systems are simply too clear cut. My favorite big morality 'choice' in any game is is Mass Effect where you have to order one of your teammates to their death. There isn't a right answer, there isn't a wrong answer. There's only a tough decision that you have to live with. Morality systems have great potential to give a player the feeling that they are truly interacting with the video game instead of just driving pre-set characters to the end of their story.
shinryu's Avatar - Comment posted on 09/09/2009 10:21
shinryu
how about MGS3 though. Chad just wrote an excellent article on that Sorrow battle. That was a very subtle, very powerful way of implementing a morality factor.
countingdown7's Avatar - Comment posted on 09/09/2009 10:23
countingdown7
This and Alpha Protocol! Can't wait!
Sugarskull's Avatar - Comment posted on 09/09/2009 10:24
Sugarskull
I agree with the comment about the choices presented in Mass Effect. Most of them weren't really good or evil decisions, they were mostly extensions of most people's playstyles. That's how I think morality systems should be integrated. Fallout 3 could have done it better. It's good, but 1 & 2 are stll better.
feliponz's Avatar - Comment posted on 09/09/2009 10:27
feliponz
Bioware is the only developer that has gotten the closest to moral choices, I think. Even though it didn't really have an effect at the end of the game, you at least got some interesting play-through experiences. Games like Baldur's Gate and Neverwinter Nights all gave you the chance to play as differing levels of evil or good, which, coupled with decent writing, made it entertaining. If you put a Bioware game, even one as old as Baldur's Gate, next to...let's say Fable, you get what I mean.

@Shinryu108: Like you, I wish you could always get all the extra powers, but most of the time they are limited to what makes sense in that particular world. (a jedi knight wouldn't use dark force powers just like a chaotic evil mage character wouldn't exactly heal his allies).
killias2's Avatar - Comment posted on 09/09/2009 10:39
killias2
I've actually been thinking about morality systems in video games a lot lately. I'd like to say more about my conclusions, but I'd rather write up some sort of editorial or something.
Trebz's Avatar - Comment posted on 09/09/2009 10:39
Trebz
The Witcher does a very good job with shades of gray, where the player is left wondering what the consequences are of his actions but there isn't much emotion from the player or much regret in a lot of these choices.

It's hard to truly make moral choices effective, because the player needs a good history with the characters, before he's given an option to kill them off. Instead (as an example) Fallout 3 asks "Hey, you don't know these guys very well, do you? Why don't you blow them up for money!" It just doesn't work very well if you don't care about Moira or Nova.
killias2's Avatar - Comment posted on 09/09/2009 10:49
killias2
I think moral ambiguity is just one important facet. You also need, as Trebz just said, attachment to characters or whatever else would be affected by your moral choices. Without attachment, moral choices end up looking a lot like talent tree decisions or something comparably utilitarian.

I also think there needs to be a broad moral context that forces players to really think about there decisions beyond attachment and localized gain. Finally, I think there needs to be some impact of moral choices on future moral choices and the character itself. Right now, it impacts powers, looks, maybe some other stuff, but it's mostly shallow. I have more to say, but I'll save it for now.
AnEvilBrowny's Avatar - Comment posted on 09/09/2009 10:58
AnEvilBrowny
I agree as well with BioWare on the importance of narrative in video games, because honestly I feel that video games are interactive movies for any sort of single player action. At least, that is what I believe most of what the gamers out there subliminally think. This assumption is also based on the modeling engines running games now, and the parallel with movie video games and video game movies.

But, I think that people need the interactivity. I like the choices that add to little parts of the game, but don't entirely disrupt the main story. That way I can enjoy the same story (much like watching your favorite movie) only with little parts here and there tailored to my decisions made through dialog or action.

I also believe that there actually ARE teenage mutant turtles running around as ninjas beating up highly unqualified security guards. All the while surviving on a diet entirely based of pizzas.
HiddenAHB's Avatar - Comment posted on 09/09/2009 11:04
HiddenAHB
I think morality is absent most of the part, except for some key moments of the storyline you don't even give a fuck about your morale, you just wanna loot that dungeon.
Jim is responsable for all the Dragon Age hype inside of me.
Kaspar's Avatar - Comment posted on 09/09/2009 11:08
Kaspar
I hate it when developers give you moral choices that can make or break the gameplay experience.

Never played a game where the impact of the choice is just right. I played The Witcher and found out after a battle that had I taken a different path, I would have been rewarded with an awesome (I think it was the best) sword in the game.

That is NOT a moral choice. Anyone in their right mindset will stray from whatever path they are on to get something like THE BEST WEAPON IN THE GAME.

And the fact that they put stuff like this into games basically means that you HAVE to look up all the outcomes of the choices and be aware of the rewards you can obtain, which is just tedious and in the end, ruins the game.


I hope that Dragon Age is different, but at the same time, I doubt it will be.

Damn.
Frohike's Avatar - Comment posted on 09/09/2009 11:23
Frohike
Honestly, I think most implementers need to get some schooling and stop taking the "DIY" approach to thinking about morality structures. A philosophy class or two about ethics might help broaden their palette a bit. Or, you know, reading is good too.
Xzyliac's Avatar - Comment posted on 09/09/2009 11:23
Xzyliac
Bioware is definitely the best when itbcones to the morality system. I took on my characters persona for Mass Effect and did what I thought my character would do rather than worry about which side I wasb on at the end if the game and let me tell you it was far more than a black and white universe.
Electrium's Avatar - Comment posted on 09/09/2009 11:41
Electrium
Bioware does a good job of making dynamic characters with almost-real personalities...particularly the NPCs. There are still a lot of things to be done with "moral choices," though. I'm surprised that games haven't yet taken into account when you do certain tasks. I can see why developers are hesitant to make that move, because not having NPCs be concerned with time allows you the freedom to do whatever you want to do when you want to do it. But to me, I think it'd be awesome if some major NPC or a party member in Mass Effect bitched me out for doing too many small, sidequests, or if an NPC got pissed after I spent 10 hours of gameplay ignoring them. Not only would it give you opportunities to express guilt, apathy, or anger with their impatience, but it'd give you urgency, and give meaning to what you choose to do.

Apart from that, I think the lack of REAL moral decisions is just a lack of effort from the developers. Not that I blame them. It would be awesome if every single character in a game cared about the decisions you make, but that would take a lot of extra time, programming, and writing. Most gamers would think that time is better on an extra dungeon or mission.
D-Nez's Avatar - Comment posted on 09/09/2009 11:41
D-Nez
I agree with most of shinryu said. Although I still think there needs to be consequences for your action. The just need to be less narrowly designed. They should present choices that are less press a for good or b for bad. There should be a dilema bur something that goes beyond pressing a will give you the good ending or pressing b results in bad ending.

So what matters to gamers? Well in something like Kotor it might be your powers. But like others said limiting powers makes it a gamestyle choice not moral. So what game elements can make a player consider his choices beyond a playstyle or ending A/B etc?
Sterling Aiayla Lyons's Avatar - Comment posted on 09/09/2009 11:44
Sterling Aiayla Lyons
Considering it's a Bioware game, the "morality" will be mainly for gameplay purposes as the ending will be decided by the conversation you have right before it(looks to Jade Empire as an example).
Turbofail's Avatar - Comment posted on 09/09/2009 11:45
Turbofail
Thinking about the comic PA did for Bioware the other day, that could be an interesting moral choice. You find a woman in the forest, the soldiers think she's a witch and you have to order to have her killed. But there's no real evidence she is a witch, she could just be a normal girl. But if you let her go she could do some serious damage to the town and your reputation, plus you'll look like your sympathizing with witches if indeed it turns out to be one. There is no good or bad answer, because you don't have enough information on hand to know which is good or bad.
Draconianviper's Avatar - Comment posted on 09/09/2009 11:58
Draconianviper
As what some people above have already posted, is that most choice games currently only have a good and bad ending and the difference between them is disturbingly large with no middle ground or there is hardly any difference at all. Part of this is due to just game play mechanics and story driving. To create a game with more than just 2 or 3 possible paths can seem somewhat overwhelming to a developer and they must decide if they want to put that much time and work that would cost money to add a few more endings or branches in the storyline.
Korinthian's Avatar - Comment posted on 09/09/2009 12:06
Korinthian
I'm not quite sure I agree that grey is better than black and white, but I'll say this:

Does a grey-scale of choices hurt the replay value? How am I supposed to remember what path I took the first time around?
silvain's Avatar - Comment posted on 09/09/2009 12:21
silvain
Here's another problem no one's talked about:

There's no: C. I do neither of your stupid, trite choices and make my own intelligent decision on how to deal with this situation. This was my biggest problem with neverwinter nights.

That, and well, I don't think the people writing these choices really understand psychology and the way people make decisions.
CBunn's Avatar - Comment posted on 09/09/2009 12:22
CBunn
A good example of morality choices done well were the quests about letting the zomb.. MUTANTS enter Tenpenny tower or not. In Fallout 3, that is.
CBunn's Avatar - Comment posted on 09/09/2009 12:28
CBunn
@ Kaspar
Fuck the best weapon in the game. If it's a bad game, ok, I want the best weapon, and I just want to kill everyone and be done with it. In a good game, I hate/care about the characters, and want the history to progress according to my choices.
GoldenGamerXero's Avatar - Comment posted on 09/09/2009 12:33
GoldenGamerXero
I believe that moral choice just doesn't work as well because the game developers will always have a way they imagined that character and will have a clear way that they vision that story to turn out. The only time moral choice will work is if you get two completely different games depending on each side you choose and not just powers I mean two completely opposite levels, characters and gameplay and put one character the one you thought was good and the one you thought was evil under their respective sides of the moral spectrum.
EggmaniMN's Avatar - Comment posted on 09/09/2009 12:43
EggmaniMN
It doesn't work well because my character doesn't emote outside of talking to other characters, all of whom are so wooden in delivery that it's hard to care (see Mass Effect). And they never close off any path to you. It's pretty hard to actually act as a total jerk when you continuously press that I could always go back to being a saint. And it's especially annoying because I can't select WHY I'm being a saint. If, say, I get in a hostage situation and I talk the bad guy into releasing the hostage, but I'm a total renegade and I shouldn't care about that, it just seems dumb. If I've gone renegade, present me with more choices that close off any semblance of me being good. Let me say that I want him released so I can hold him hostage myself, or change the delivery of lines to match my personality.

The problem with choices is that they do nothing to actually further the narrative. Oh, I chose something different and something different pops up later. So what? I'm being attacked again. My characters and the universe around me doesn't care. They just act out the quick little scripted sequence, I kill them and march on to the next. There's no character awareness that what they did affected anything and so the player never bothers to think about it either.
protomark's Avatar - Comment posted on 09/09/2009 12:52
protomark
Treating morality as a binary "do you want to be good or do you want to be BADD" concept really does no justice to anything. The study of morality is rather more complex than that. A morality system in a game might make sense if it actually tested morals - ambiguous choices that question the good and evil dichotomy, questions of actual intellectual value posed to the player as a result. If a developer can't do this, then for god's sake, at least stop calling it a "morality system."

a choice between being a teddy bear and a ruthless murderer in a game isn't a choice based on the player's morals, it's a choice based on the cheesiest kind of role-playing. i'd love to see a game that presents to me a situation that stops me in my tracks.

the MGS games have a sort of "morality system:" in a situation where it is acceptable and expected of you to kill, but it is easily possible to avoid killing, do you kill or do you not? Your answer to this question has an effect on the situation at hand but otherwise, it's just there, a choice you're always making whether you are paying attention or not. i think there's something of value in there.
Robert's Avatar - Comment posted on 09/09/2009 13:00
Robert
shinryu108, I agree, but my first playthrough I do things the way that I would if it were really me. Usually its mostly light-side or paragon or whatever, but occasionally there's some threats or recklessness involved.

I like it that way. Kind of adds a third alternative, even if it's similar to light-side.
zockroach's Avatar - Comment posted on 09/09/2009 13:24
zockroach
I think there is a difference between morality choice and presenting the player with a forced ultimatum. Choosing morally shouldn't be, at it's heart, difficult. I find it a cop out to place a 'tough' moral choice in front of a player, regardless of context.
zanthox's Avatar - Comment posted on 09/09/2009 15:35
zanthox
Agree or disagree, I just want the game to see all the new ways of TRYING.
BoredMarc's Avatar - Comment posted on 09/09/2009 16:00
BoredMarc
One game that I thought did morality really well was an Indie game called Iji.

http://www.remar.se/daniel/iji.php

As a platforming action game the moral choices are pretty much limited to how many and who you kill but how this affects the story is really well done.
X-angwin8r's Avatar - Comment posted on 09/09/2009 20:02
X-angwin8r
I think part of the reason that most morality systems in games don't live up to the name is that developers are afraid of denying players the full experience of the game. Let's say you make a certain choice midway through the game, i.e. kill a certain NPC. Based on that choice, a completely different set of missions/ objectives/ options are available to you for the remainder of the game. Those options that would be available had you let the NPC live are now denied to you. I get the feeling that developers don't want to forcibly reduce the gameplaying experience based on certain factors, especially if the player is only going to play through the game once. A lot of choices then boil down to getting an achievement or new weapon. The choice is reduced to what it means to gameplay, instead of what it means to the narrative.
Niictar's Avatar - Comment posted on 09/12/2009 22:47
Niictar
Along with Tralfmadoria, I would have to say that the decision to kill off a character while saving the other was a particularly difficult choice. Personally I probably spent a minute staring at the choices, and even then, going back on my save file to see if it ended better with the opposite choice. Only then to realize that someone was going to be screwed either way. It was probably one of the hardest decisions I've had to actually make in a game.

Perhaps what we need is procedural generation of certain content. Different objects have different rules that are processed based on my actions. If I kill of an NPC, does it's family learn of my actions and seek my death? What if I already killed the hitman that would go after me? Could I befriend the family and lie to them in order to save face? I understand that there would be an insane amount of extra writing and rules and bug testing and so on and so forth. All of this is still restricted with the fact that I can't make choices that make the game impossible to "win". And I still want my xp and good items, sir! It's tough.

I'm pleased to see that the choices (apparently hundreds?) I made in Mass Effect will affect the sequel in someway. There's a lot of loose ends I'd like to see unfold and conclude.
gold45revolver's Avatar - Comment posted on 10/10/2009 09:57
gold45revolver
Check out the novel "Gold 45 Revolver/Moral Premise/Ideas Have Consequences" technology which accomplishes all this:
google.com/patents/about?id=aAuzAAAAEBAJ
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