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Darren is a scientist and an educator by day, and a writer and reviewer by night. He takes care of the Daily Hotness on Thursdays. While he enjoys shooters, RPGs, platformers, strategy, and rhythm games, he takes particular interest in independent games. Additionally, he produces the Zero Cool Podcast, and he plays board games quite a bit.
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Whenever a new game comes out that purports to offer the player moral choice, the comments blow up with one of two types of comments. People either come in with the hope that this new game will actually offer the interesting choices they crave, or they cynically have resigned to the idea that moral choice in games will never be a worthwhile endeavor.

One has to ask. What does everybody want from their games with moral choice? Is it presenting choices within a moral grey area? Is it causing deep introspection in the player? Is it forcing consequences for the player's actions? I'm here to say that all of these exist today, and moral choice in games gets an undeserved bad rap.

Defense Force mobilize!

[It should be noted that this blog contains spoilers for 2006's Splinter Cell: Double Agent, 2007's BioShock, and 2008's Fable II. Read at your own risk.]



Several games have come out this generation with interesting takes on moral choice. The recently released Dragon Age: Origins is said to exist largely in the morally grey area, but not too long ago I played a three year old game that featured a single choice in the morally grey that made me really think, and actually made me feel regret. That game is Splinter Cell: Double Agent.

SC:DA puts the player in the shoes of Sam Fisher, but unlike previous games, has him working as a double agent in a terrorist cell called John Brown's Army (JBA) in addition to his normal position with the NSA. For most of the game, the player is given a set of objectives from both organizations, and a limited amount of time so he has to choose which ones to complete and which to ignore.

These choices aren't particularly thought provoking, but they lead up to a doozy. If Sam is diligent with his secondary NSA objectives, he learns a fair amount of background information on the key players in the JBA. If the player pays attention, he learns that one of members, Enrica Villablanca, is in her position because she fell in with the wrong crowd, but she seemingly stays there for fear of the JBA's leader, Emile Dufraisne.

Sam is later given a mission to blow up a cruise ship. After completing the mission to arm the bomb, he is given three choices: either let the bomb explode, causing hundreds of Mexican police officers to die and the NSA to lose trust in Sam; jam the signal to stop the bomb, causing Dufraisne to murder Villablanca in a fit of rage, and the JBA to lose trust in him; or stop the launch with Enrica's access codes, framing her for it, causing no loss in trust from either organization, but again, the death of a kind-of-sort-of innocent woman.

When I first made the decision, I didn't know Emile would kill Enrica for the second choice (though I was pretty certain he would for the third). So I went with that one, in an attempt to preserve as much life as possible. In the following scene, with Emile shooting Enrica in the face, I experienced something that I can't remember ever having felt before or since in a videogame: regret. I immediately reloaded my save and went with the choice to destroy an entire cruise ship and hundreds of faceless law enforcement officers, in order to save a woman working for a terrorist organization.

It almost seems like a simple formula for introspection. By presenting no clearly "good" choice, I am forced to decide which of the three is the lesser evil. After consorting with my fellow pretentious jerk Anthony Burch, I learned that he would have chosen one of the other options, highlighting that there is indeed no correct choice.

What is perhaps even more interesting about this sequence is that a less diligent player might not take the time to snoop through Enrica's stuff to learn enough about her, and he may see framing her as the obvious best option, as it doesn't negatively affect his standing with either organization, saves hundreds of lives, all at the cost of a terrorist. On the other hand, I was rewarded for my completion OCD with a real moral quandary, one that I still think about to this day.



Moving forward, to another old game by Internet standards: BioShock. One of the most prominent complaints levied against the moral choice in BioShock is that it does not have an ounce of grey in it. Protagonist Jack either does good by saving the Little Sisters, or does evil by harvesting them.

The game itself tells the player that harvesting the Little Sisters results in more ADAM for Jack, and thus more cool Plasmids to splice, making him more effective in battle. But as the game moves on, it becomes clear that the delayed bonuses in ADAM given by Dr. Tenenbaum at least offset that which is lost in choosing to save the girls rather than harvest them.

Some cried foul upon learning this fact. "Why would we ever do the evil thing if it benefits us more to do good?" And to that I say, "Indeed."

As a man who likes the idea of karma, I don't quite get the notion that being a good person should make life difficult, and being evil should make it easier. Why not teach a valuable life lesson in your game? Doing the right thing should be rewarded in the end, not punished.

Or, in the (paraphrased) words of Aaron Linde, BioShock asks the question, "Is it okay for you to sacrifice the lives of these children in order for your own personal gain?" and then it quickly answers for you, "No, you stupid idiot, of course it's not okay. Why would you even think that for a second?"



And finally, a game that as released just last year: Fable II. Say what you will about Molyneux's overhype and the many black-and-white choices that exist in the game, but I personally think that Fable II presents multiple choices that not only cause one to pause and reflect, but possibly to agonize over a decision.

The most famous of these decisions comes at the end of the main story arc, after defeating Lucien. The Hero is granted a single wish, with the choice between one of three options. The first is resurrect the thousands of people who died at the hand of Lucien, the second is to resurrect the ones the Hero loves, including any family he has and his dog, and the third is unimaginable wealth.

Truly, there are only two viable choices here, as the Hero ought to have more gold than he can possibly spend at this point in the game, and has no need to choose the third option other than to net the Achievement for it.

But the remaining two options are difficult to pick from. The first is obviously the more virtuous of the two, but the second might hold more weight. I personally had three wives (though only one I cared about) and one daughter, and while the news of the murder of my families was a bit saddening, the real draw of the second choice is to bring back the Hero's best friend: his beloved dog.

The dog is there throughout the game with the Hero, and unlike husbands and wives in Albion, the dog will never leave the Hero, no matter how fat, corrupt, or evil the Hero becomes. But if the sentimental attachment isn't enough for you, the dog also acts as an irreplaceable asset with actual gameplay advantages.

Unlike the wish for unimaginable sums of gold, the wish to return the Hero's family provides something that the player cannot acquire by any other means. And because of that, I chose it, despite playing through the game making all of the obvious "good" choices.

And it got me thinking. Did I actually make the most selfish choice of them all? Was I playing a good character throughout the entire game, only to sacrifice the lives of thousands for something that truly benefits me and only me? Is it evil for me to have done that?



Another choice that had me contemplating it for days afterward appears much earlier in the game, but is interesting to me for largely the same reason. It sounds unlikely at first, but this came with the option to sacrifice people to the Temple of Shadows.

Now, I won't argue for a second that the whole Temple of Light/Temple of Shadows dichotomy in Fable II is particularly interesting in itself. Donations to the Temple of Light do nothing but augment the Hero's virtuous standing in the world, while sacrifices to the Temple of Shadows don't benefit the player enough monetarily to make them a logical thing to do for any reason other than to become more evil in the game.

But then, that isn't entirely true. I really can't commend Lionhead enough on the decision, but they also included an Achievement in the game for sacrificing ten villagers to the Temple of Shadows. There is no corresponding Achievement for donations to the Temple of Light.

Think about that for a moment. Fable II is offering real world rewards (insofar as Achievements are real world rewards) for evil deeds in game. By going for this Achievement, I get to permanently add a nice little 10 Gamerscore to my total, but at what cost? A little bit of my soul?

I like to think that in general, I am a good person, but with these two examples, Fable II has shown me that I am not as altruistic as I once thought. Twice in the game I chose to do something self-serving, at the cost of many virtual lives. And if this blog is any indication, I agonize over that fact.

So if you say we have no interesting moral choices in games, then I must disagree. If none of these (or any of the many other examples out there) give you any pause, then you are either not thinking about them enough, or you have no interest in moral choice to begin with.

And I'm not saying that there aren't examples of uninteresting moral choices in games. When you're given the choice to murder a little boy's puppy or cure his leukemia, it's easy to write off moral choice as an unworthy endeavor. But even in this case, on the most superficial level, it gives the player two ways to play through the game, where a game lacking moral choice only has one. Sure, you might only play good or evil, but it's not like options are taken away from you with respect to games with more traditional narratives. In other words, adding elements of moral choice to a game can't possibly subtract content that would be present otherwise, it can only add.

So to complain about the state of moral choice in games seems silly to me. At best, it shows ignorance of some great examples of thought-provoking gameplay. At worst, it shows that some people want less interaction with a medium whose major defining characteristic is interactivity.

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Woops, meant to do something first. I approve this article btw. Good yob Dex. Keep those brain juices flowing. We need more choices in games like these. Give us these morally difficult choices! Let us at least feel some emotions while we sit and enjoy our games! Let ME decide to save the hostages or let them die for my own gain! Let ME decide to save the princess or join the dark lord! Let ME decide for myself!
A moral blog without a mention of The Witcher? You should definitely play it, as it's a shining beacon of hope amidst the awful Fable II/Bioshock/inFamous "GOOD/BAD" choice system.

Dragon Age is basically the [new, popular] spiritual successor of The Witcher's good moral choice system.
Also, you could sacrifice people the same way in Fable I, and it was just as lame, I feel.
Your paragraphs consisting of three sentences are kinky as well.

Good read.
fap'd

Dragon Age is most certainly the new hotness for moral choices. Or at the very least, choices that find a way to make you feel like a dick, whether you're right or wrong.

I think getting rid of "Good/Bad" meters is a huge step in the right direction.
I feel that moral choices are probably one of the best ways to move the medium forward, with that element of choice presented to the player.

The only gripes I had with Fable wasn't necessarily the actual moral choices, but the way the results of them were executed. Would have been much better if you could see the outcome of your choice at the end visually before you made it than have to scout around for what changed.
Yeah, moral choices won't be good until they don't slap the player in the face. Nothing's worse than playing a game, coming to a certain point, and saying "Oh, hey, look, a moral choice. I wonder what I'll do!"

But like you say, there are games that do it well, but they're lost among a sea of worse games that claim to have morality at their centers.
I couldn't read much of this, as Bioshock is the only game you bring up that I've finished, but great write-up nonetheless. At any rate, I brought up Bioshock's morality yesterday on my c-blog for the monthly musing. You'd probably enjoy it.
Nice read, I've only played Bioshock out of these three but I do understand the situations in the other games. I think that moral choices are handled well in games; sure not every game does it decently, but hey, there's going to be mistakes and mishaps. I thought Bioshocks little sister fiasco was interesting, also, you don't even have to pick harvest or rescue, you could just ignore them. Well except the first one, you have to choose something there.
The game that got me into gaming, KOTOR, put a lot of it's selling point on the fact that it had moral choices. I mention this because I have some pretty strong opinion about it and they pretty much reflect what you've said.

However I have to say I'm upset that you didn't use Mass Effect as an example here. Mass Effect did a great job in presenting true morality by not asking you to pick right or wrong but instead asking you to pick dialouge. Sometimes what sounded right didn't come out right or sometimes doing the right thing didn't win an argument. In fact as you progress later in the story and you become involved with stronger characters you sometimes have to present yourself as a strong character, otherwise you run the risk of losing the characters attention.

I think the first DLC also pushed that point (SPOILERS):

In the DLC a group of terrorist have taken over a building and threaten to blow it up. Long story short you save the hostages and confront the big boss. Here you have the option to kill the dickhead or let him walk. However choosing the kill him option isn't as simple as pulling a trigger. It's brutal. One shot doesn't kill the sucker and with each passing shot you have the option to back out. Meanwhile you have one side of your party telling you if you imprison him he'll still find a way to continue his shitfest but you have the other side saying you don't need to kill him and how his capture will benefit in hunting down the rest of his buddies. It's a pretty intense moment because by giving you that option after every shot to back out you really think about if what you're doing is necessary.

Anyways yeah I pretty much agreed with your points. I never played those games but I do feel like the system is oversimplified. However I believe Bioware did a brilliant thing by putting less emphasis on the choice and moreso on the dialouge. Many times I thought I was saying something positive and ended up pissing someone off. I kind of had to have a certain level of empathy which, in the context of a videogame, is weird.
I would also like to point out how ME has each choice continuing into the next game. While we haven't seen that in action it'll be interesting to see how that terrorist organization that I mentioned before will fare in the next title after the choice I made. Especially if that's something you know going into the game it's somehthing that affects your decision. How will this mold the universe going forward?
@Xzyliac: That definitely sounds cool. I hope you're not too offended that I didn't use Mass Effect as an example, especially since the reason I didn't is that I've never played it.
I'm just tired of most games including some sort of display that shows how good/bad you are. All I want is to see some REAL repercussions for these choices, I don't need the game telling me I'm a saint or a sinner...I already know.
Excellent blog!!
... and I agree that morality is improving substantially in games... with more "gray" and more interesting consequences for either choice.
@dexter
I just finished my first playthrough of ME last night. While it does border on repetitious, its a well crafted game that is $20 new. not a bad price.
@Xzyliac
Well, Dragon Age has that within one game: one of my gripes with Mass Effect is that it essentially gives you a cartoony "tune in next game!" response, essentially making you fork out $180 for the whole trilogy.
Great article. Moral choices, I feel, in general need an overhaul. To me, the biggest problem is the need to offer a gameplay incentive to go one way or the other. In my experience, offering a gameplay or even real-world (achievement/trophy) incentive only cheapens the moral choice because it lets you detach yourself from the choice and think instead about the incentive. Should I be evil to get the evil powers because they're better and will make the game more fun or be good because that's what I believe in? Stuff like that is one of the big factors that holds moral choices back.

I noticed you didn't cover inFAMOUS. I'm really not trying to plug this link, it's just very related to your article and I don't feel like merely taking bits of the points I made there and putting them here when it's quicker and more efficient to just link to it: The Choices We Make: inFAMOUS. Since we've both got an interest in how moral choices in games play out, hopefully you'll find it as interesting as I found your article.
Nice write up, I've been thinking about this topic myself. I've been replaying Mass Effect this past week, this is just after I finished Dragon Age so I've been thinking about choices for at least a month. I wanted to point out two things, one that adds to your thoughts, and one going against.

First of all, I've never played Double Agent, but after reading your article I immediately ordered it on Amazon. I've been told that despite all the talk about its choices it isn't exactly a "great" game but the choices alone intrigue me. But the choice you described seems to be exactly what I want in games. I'm tired of every game having the obvious repercussions within the choices themselves. They spell everything out for you like you're some dweeb who can't figure it out.

In some cases (such as that villain shooting the girl) that's something you don't immediately anticipate, and that stuff should be hinted at in some way. However I think for the most part these "good" and "evil" choices are totally arbitrary and absurd. I don't like good and evil choices as much as I would want to see "different" choices. Ones that have vastly different impacts, but neither is better or worse than the other. I don't want to out-write myself cause like I said I want to write something my own :P

My second point is in regards to you Fable II observation. You say that the game allows "real-world rewards" for being evil, but not for being good. You also said in BioShock that its subtle way of saying you "should" pick to save the Little Sisters works because it teaches us a life lesson.

First of all, I hate saying this, but for Fable II "it's just a game." Sacrificing ten digital avatars that you have no connection with and don't even make an attempt to replicate real people, does not cost you your soul no matter how deep you look into the issue. Part of feeling regret for a choice is if you care about the ramifications. Like in the DA example, an innocent person with personality and history was killed because of you.

And for BioShock. Games are not toddler tools to teach people how life works. If anything they should be somewhat introspective in their design, revealing things about yourself. If a game has an "obvious choice" than the mystery and intrigue of the "choice" is lost, and therefore irrelevant. Making the "choice" to save the sisters pointless. The game shouldn't even have had the option to kill them, it should've just be "go and save them" with no other option. The options are supposed to be that, multiple viable ways of completing things. Not "this is the option you pick if you want to be a jerk" and "this is the right way."

Anyway, mammoth comment of mine is done. I enjoyed the article. Look forward to your next work.
I went through Fable as a crazed nutter....not once did i care about anyone in the game enough to choose the good option. Nearly

The choice with the girl and aging made me think for abit (before choosing to mess my own face as i was ugly to begin with) I also rejected the people at the tower every chance i could...at the loss of xp....but that was more my character being a badass than a saint.

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