games  anime  |  toys
Destructoid is gaming news, community, videos, and sometimes love. Take the tour or jump in with Facebook:

 


Untapped Potential: Moral choices photo

[It's time for another Monthly Musing -- the monthly community blog theme that provides readers with a chance to get their articles and discussions printed on the frontpage. -- CTZ

One of the biggest changes in modern videogames has been the tendency to move towards giving more freedom to the player. This started with larger game worlds and basic dialogue choices and has moved towards being able to mold your very character (and how the game world reacts to him or her) through moral choices.

Moral choices have become a staple of many of the games we play these days, and just about every developer is in a hurry to talk about how their new game will include, improve, or reinvent the concept. What do moral choices really mean in games, though? Is the term just a pointless buzzword that masks an ultimately-bland array of basic choices, such as “kill that guy” or “hey, don’t kill that guy”? What do moral choices set out to accomplish in a game, and do they meet that goal? Finally, what can be done to improve upon them?  Why include moral choices?

There are several fairly obvious benefits to adding moral choices to a game. For starters, they allow the player to feel free to do what they want, and less like they are just steering an avatar around an environment without any real choice in what happens. In other words, they make videogames seem more like drawing and less like connect-the-dots. Also, moral choices give games, especially single-player games, more replay value, which is important these days. When gamers are always wondering how many hours of gameplay a $60 game will have, the opportunity to give multiple play-throughs added freshness and appeal is a great selling point.

More than anything, though, I think that moral choices are intended to make you feel connected with your character and the game world. When you are allowed to control certain aspects of your character’s life and what directions they take, you feel more immersed in what is happening. Do games accomplish that goal? Sometimes, they do. However, there is a lot of untapped potential with the implementation of moral choices as we have seen so far.

What needs to be improved?

Perhaps the most glaring problem with moral choices in games is that they are far too “black and white”. There are still too many instances of decisions where you are either doing something obviously good or obviously bad. While that can be fun (everyone likes being the bad guy, right?), it isn’t especially interesting. Let’s take inFAMOUS, for example. While the game itself is fun, the moral choices aren’t always head-scratchers. I mean, you gain Karma if you heal injured civilians, and if you shock them until they soil themselves, you lose Karma.


For an example of a better moral choice within inFAMOUS, the decision very early on to either share dropped food supplies with everyone or to hoard the food so that you and your closest friends can eat for a few weeks is much more interesting, because neither choice is purely evil. Morals in real-life are all about subjectivity, which can lead to endless discussion and debate. Morals in videogames have all the depth of a kiddie pool, in most cases. For moral choices to be interesting, they have to include shades of gray and stay away from being black and white.

Also, it is often too easy for the player to make moral choices, and not just because the choices themselves are so extreme. Many times, it’s easy to make a choice (say, shocking the shit out of someone in inFAMOUS) because you just don’t care. If the NPCs are lifeless, annoying blobs that just walk around aimlessly and get in your way, it makes it too easy to go the evil route. Similarly, it is hard to make people really want to be good if they don’t care about those that will benefit from their good actions within the game world. Without an attachment to the game world and its inhabitants to begin with, the choices themselves lack any real meaning.

Speaking of NPCs, for moral choices to truly work in an open-world game, NPCs have to be more dynamic. For instance, in Oblivion, it was easy to make every guard in the game hate you if you start a couple of fights and kill a few of them. The part that takes you out of the game is when you save all of Cyrodiil from certain doom, only to have the guards be confused as to how to address you. They will call you the Champion of Cyrodiil when you speak to them, and then call you everything in the book as you leave.


For moral choices to really work, their response must factor in more than just whether or not all guards are supposed to hate you. This goes hand in hand with making moral choices less extreme. If your only choice is to be Mother Theresa or the second coming of Hitler himself, then sure, all NPCs will probably react to you in the same way. If you make choices that are justifiable in one way or another, though, different NPCs should react to you in different ways according to their own morals and background. Otherwise, all the moral choices in the world won’t make a difference, as the NPCs are breaking the fourth wall every time you encounter them by either worshiping at your feet or pelting you with blunt objects, with no real reactions in between.

Finally, with all the emphasis on moral choices, developers need to remember that not every choice needs to be a moral choice. Most of the time in life, your choices are not merely good and evil. While killing someone who has never done anything to you is obviously an evil thing to do, what about killing someone who has harmed a member of your family, or an innocent child? While stealing is obviously wrong, what if you are stealing because your family is starving? Ideally, these kinds of “gray area” choices will be emphasized in future games, and other characters in the game world will react according to their own morals. Some will think that stealing is wrong, no matter what the reason, and others might think that it’s acceptable if you have no other choice and you’re trying to survive.

Interesting takes on moral choices

There are some games that have advanced moral choices in a positive direction and made them more interesting for the player. For instance, look at BioShock, where you are almost instantly faced with the decision to either “harvest” the ADAM from a Little Sister (killing her in the process), or save the possessed little girl for a lesser amount of ADAM. Depth is instantly added to the decision, because if you do the “good” thing, you’ll be doing so at the expense of your character’s ability and making things harder on yourself (at least at first) as you play the game. Meanwhile, the presentation of the girls as nasty little demons and the chirping in your ear by Atlus and Tenenbaum muddles the decision even further. All of this adds up to a decision that could easily have been very extreme and rather boring being made into a much more difficult and interesting one.


Mass Effect also had a number of moral choices that avoided being purely good or evil. The idea that you can save the universe as a squeaky-clean nice guy who does everything by the books, or as a relentless bastard (or bastardette) who will sacrifice anyone for the greater good makes each decision that much more interesting. Later in the game, there are a lot of choices that boil down to not just good and evil, but rather whether you trust non-human beings, whether you will take advantage of situations to advance your own race, and other dilemmas. Although you are still limited to the same ultimate goal either way (saving the universe and all of that), you actually feel more free in a game like Mass Effect because you aren’t stuck with either being a goody two-shoes or a mass-murdering jackass. You can make your decisions based on the particular situations at hand, and your character ends up being much more dynamic for it.

Where should achievements and trophies fit in?

Lastly, let’s take a look at something that many developers have done to encourage players to explore all different types of moral choices, which is tying achievements and trophies in with the choices you make. Does tying achievements to the choices you make really help the cause of moral choices, or does it undermine their purpose?

In most cases, achievements based on moral choices will accomplish some of the objectives of the choices themselves, such as encouraging multiple play-throughs. In Fallout 3, each achievement that corresponds with a certain level has three versions -- one for good karma, one for bad karma, and one for neutral. Almost certainly, this alone has led to players creating multiple characters. However, they may have done so anyway, just to see what changes when you do things in a different way. The question is: does this make the moral decisions themselves trivial? It would seem so, since rather than making a choice based upon your own feelings and morals, you’ll be playing through and taking certain paths on purpose simply to obtain a particular achievement or trophy.

In some cases, achievements and trophies can end up letting the player off the hook, too. For instance, before I encountered my first Little Sister in BioShock, I had already decided not to harvest her, as I knew that there was an achievement for not harvesting any Little Sisters during the game. If the perfect moral choice is one that puts the player on the fence and makes it hard for them to decide what to do, having an achievement or trophy tied in to making one choice or the other can only undermine that cause. After all, if you’re not sure what to do, an achievement or trophy being awarded for one path or the other can be the tie-breaker. Obviously, thinking along those lines breaks your sense of immersion in the game and makes you feel less connected to the choice you made.


In a perfect world, moral choices will not just be pointless fluff or mindless and boring decisions, such as whether to adopt a baby kitten or sell it into slavery. Instead, they will be questions that make you think before answering, help give you a better sense of ownership and immersion with respect to who your character is and what they do, and extend the life of your games at the same time. In addition, if games really want to be considered as art, having choices that can inspire conversation, debate, and even a little controversy is a great way to start.

But seriously … sell the kitten into slavery. The market for kittens is awesome right now.

Continue: More Promoted stories stories





prev next

27 comments | showing # 1 to 27

SuitcoatAvenger's Avatar - Comment posted on 06/15/2009 23:16
SuitcoatAvenger
I think the secret to moral choices being integrated effectively into videogames is when you do not even realize you are being presented with them. When the game actually stops and says, "okay, do A and this happens, do B and this happens", it sucks any purpose that the choice may have originally had right out. Suddenly, you're asking yourself whether you want to continue on path A or path B, not putting thought into the actual choice itself in front of you.

I'd like to see moral choices more in line with the 'suicide' ending of Silent Hill 2. It's based on subtle player activity; look at the knife too much, commit suicide. Sure, moral choices wouldn't be so obtuse, but the negative and positive results of your actions should come as a surprise when they occur.
8bit Coder's Avatar - Comment posted on 06/16/2009 01:07
8bit Coder
Agree SUITCOATAVENGER. The whole deal where Cole thinks "I could save the kitten from the tree, or I could kill the owner and keep the kitten for myself... Tough choice." is a bit ridiculous.
Deathofthedead's Avatar - Comment posted on 06/16/2009 10:32
Deathofthedead
Yeah, I think the way of the future as far as moral choices go will be less about binary, "pick this or pick this" type situations, and more about the game analyzing what the player is doing and extrapolating from there. Sort of like what Silent Hill: Shattered Memories is trying to do with the "psychological profile" thing.

Good article. The thing you mention about Oblivion, how characters would react erratically, has bothered me for a long time, glad to see that somebody else noticed.
Elsa's Avatar - Comment posted on 06/16/2009 10:52
Elsa
I agree with the option of more "subtle" moral choices. I also dislike it when trophies/achievements encourage you to try one path or play both paths... I prefer to only play a game once (though I'm probably a minority).

Great piece of writing!!
Zodiac Eclipse's Avatar - Comment posted on 06/16/2009 11:37
Zodiac Eclipse
Great write-up!

I think the fact that more games are tinkering with moral choices means that we're on the right track to more subtle and engaging options in the future.

I also think achievements take away from the actual choice because if I know I get some fictitious award for one decision over another then regardless of if the objective is to slay kittens and wear them as hats I'll consider it the 'good' choice because I'm rewarded for it.
Zippyduda's Avatar - Comment posted on 06/16/2009 11:39
Zippyduda
Very good article, I'm seriously tired now but I may comment properly on later as it'd be a long ass comment.

You'll probably get Front Page for this :]
Im OK's Avatar - Comment posted on 06/17/2009 19:30
Im OK
I was reminded of this It's Walky! strip.
Kaspar's Avatar - Comment posted on 06/17/2009 19:33
Kaspar
The Witcher's moral choice system was great.
Dexter345's Avatar - Comment posted on 06/17/2009 19:33
Dexter345
I particularly like the point that Achievements/Trophies undermine the moral choices. They do, and I had never thought about it before. Truly, there is just about no reason to harvest the Little Sisters in Bioshock, because your reward is greater in the end, AND because getting all of the Achievements requires you to save them all.
Exquisitor's Avatar - Comment posted on 06/17/2009 19:34
Exquisitor
Every time I hear Rev. Anthony talk about moral choices in games and how bad they are, I really wish he would play The Witcher so he could see how well it can be done. As you play the game, you have to make choices, but you are not given any indication as to whether the choice is positive or negative... but by the end of the game, your choice has made a major impact.

Case in point:

*spoilers*

In the first chapter, the villagers speak of a witch that has cursed and possessed them. By the end of the chapter, you are given the choice to help her escape with her life, or let the villagers kill her. Throughout the entirety of the chapter, you have to determine whether she is innocent or guilty through your own investigation.

I chose to help her escape, at which point the villagers go mad and try to kill me as well. I slaughter every one of them and feel no remorse because of the way the story was told.

Only through a second playthrough did I find little clues that show that the witch very well might have cursed them, but it's so ambiguous that it's really up to the player to decide what is right or wrong.


That's just one example which has little impact on the overall story, later you are given much more impactful. I played through as if I was doing all of the "good" moral choices... by the end of the game I was viewed as a xenophobic monster.

Because nothing is as clear as good and evil in the real world why should it be in the games we play?
HiddenAHB's Avatar - Comment posted on 06/17/2009 20:12
HiddenAHB
Good read!
I such a whore for moral choices games, Fable 2 and Fallout 3 are some of my favorites.
I never really make the choices based on me and achievements, before creating a character i create in my mind a personality and history for him, and when i play the game i follow these principles i created in my mind.
Eschatos's Avatar - Comment posted on 06/17/2009 21:11
Eschatos
I really want a game where if you play a good guy, the game is a million times harder than if you play a bad guy. For example if you choose to help someone out they might refuse to pay you or even do something to take advantage of you.
Zodiac Eclipse's Avatar - Comment posted on 06/17/2009 21:28
Zodiac Eclipse
@ Exquisitor I loved that about The Witcher. You really don't know which side to take most of the time, but you are forced to choose. Like with the whole order vs squirrels thing where you have to help one, but afterward the other side considers you a traitor. Neither side at this point is really evil, they are both doing what they feel is right both are more then willing to justify their extreme actions. It was great because it made you really think through your choices because they mattered.
akathatoneguy's Avatar - Comment posted on 06/17/2009 22:11
akathatoneguy
@MotoRobo-

Congratulations! You've discovered that this column in and of itself was a game with a moral choice involved. When you "stopped reading right there", you made the "evil" choice.

But seriously, the choice was more interesting than merely healing/hurting a prone citizen because you're helping your close friends as well as yourself. It may still be a fairly obvious moral choice to many, but it is cloudier than the other example in the game because you can justify it by the fact that you're "helping" the ones you care about the most.

I wanted to use a better example of a moral choice from the same game, and I didn't want to include any spoilers from later in the game, which is why I went with that one. It's not as if I think that this particular choice represents the gold standard, or anything.

@ Everyone-

Thanks for all the comments! I have been thinking of giving The Witcher a shot, and now I'll definitely have to.
liam2015's Avatar - Comment posted on 06/17/2009 22:29
liam2015
There is one particular quest in Fallout 3 that really shook me. I live a pretty normal life, so I can say that as of now, it was one of the toughest choices I ever had to make, It was the Oasis quest, and it boiled down to this: You meet a talking tree named Harold, who is responsible for a small, lush eden located in the bleak and barren Wasteland. He is worshipped by a well-meanng cult, who misunderstand his wish to die as a test of faith. After talking to him, and two memebers of this cult, you have four options to complete the quest. Either find his heart in a cave underground and destroy it, killing him; kill him right there with fire; spread something on him to make seeds spread out into the wasteland; spread something else to stop his seeds from spreading, keeping gift of life exclusive to Oasis.

I think this is a grand example of what a moral choice should be in a video game. Ignoring the fire one, all three are good options, but doing one will make you wonder if you should have done another.
Eschatos's Avatar - Comment posted on 06/17/2009 22:31
Eschatos
Also, the moral choices in Bioshock were bullshit since if you took the good path you'd get "gifts" that give you almost as much Adam as you're missing by not harvesting plus a bunch of ammo and free plasmids.
akathatoneguy's Avatar - Comment posted on 06/17/2009 22:37
akathatoneguy
Also:

@ HiddenAHB-

I like to do the same thing. For instance, in Mass Effect I played the first time by making the choices I preferred personally, without regard to alignment. My future playthroughs (which are still in progress) were going to be straight-up paragon and renegade. I like to have an idea who my character is, and stay in line with that. Sometimes it's hard when I'm playing a no-good bastard in Fallout 3, and I remember "well, I guess I should shoot that slave I just freed."

@ Exquisitor-

I got a similar experience while playing Fallout 3, which apparently I can't stop talking about. Right when you arrive in Megaton, as most know, you have the option to blow up the bomb in the middle of the town, or diffuse it. When I played as my bad character after already logging a lot of hours as a good guy, I felt a lot worse about my choice, since I "knew" the people in the town, even the shopkeeper with the bad Minnesota accent that everyone else seems to hate. If I hadn't already spent a lot of time in the town on a seperate playthrough, I may not have really cared about the choice to blow up the town, since I had no sympathy or even knowledge of the characters in the town.
Eschatos's Avatar - Comment posted on 06/17/2009 23:34
Eschatos
Moral of this thread: Go play Planescape: Torment.
Zen Albatross's Avatar - Comment posted on 06/17/2009 23:47
Zen Albatross
I agree with you on almost all points made, but I still see Bioshock as another example of a game that turns moral choice into a simple ON/OFF switch. Sure, it makes the game more difficult for you if you choose to free the Little Sisters rather than steal their EVE, but deciding to go the sinister route merely flips another switch which determines the game's ending. Atlas' devilish coercion doesn't really add any 'depth' to the game at all. It's just another facet of the game attempting to influence the same red wire/blue wire decision.
Magnalon's Avatar - Comment posted on 06/18/2009 00:49
Magnalon
Great read, but honestly, Bioshock, Fallout 3, and inFamous are the worst moral choices ever (even worse than Fable, I'd say). Absolutely horrid in my opinion, particular Fallout 3 (murder an entire town--->give homeless guy water to go back to neutral).

Also, agreed with the whole "the gifts in Bioshock ruin the evil side". There's 0 point in going evil or good because they're the exact same thing.

Witcher/PC game moral choices>>>>>console game's attempts at it.
BlackSunEmpire's Avatar - Comment posted on 06/18/2009 01:04
BlackSunEmpire
Good write up, Im glad the witcher was mentioned in the comments. I think an important part of the evolution of moral choices will be when they are less black and white, and the exact repercussions arent so immediate that a 'oh, wonder what happens if I reload' thought pops into my head. Otherwise moral choices seems to boil down to:

Good = help everyone
Evil = kill everyone

So well thought out it hurts.
Wexx's Avatar - Comment posted on 06/18/2009 08:47
Wexx
Great read, all of your points are pretty spot on. Coingratulations on the fp too! :D
akathatoneguy's Avatar - Comment posted on 06/18/2009 11:10
akathatoneguy
Thanks Wexx!
Hyperborean's Avatar - Comment posted on 06/18/2009 14:53
Hyperborean
Good read. Made me think why we developers have had such a hard time coming up with moral choice systems that *touch* the players in a meaningful way. I blotted down some of the major reasons for our troubles here:
http://gamedesignideas.com/game-story-characters/morality-in-games-the-developers-side-of-the-story.html
buzzhonky's Avatar - Comment posted on 06/19/2009 12:58
buzzhonky
Good article. This definitely hits the major spots of what's wrong with moral choices and also where the future of game morality (oxymoron?) should go.

Let me start by saying, I'm not a fan of Mass Effect at all. However, one thing they started to take in the right direction was the "morality meter." It wasn't a zero-sum system like they put in KotOR and Jade Empire. This system allowed for a much more pragmatic approach to be taken throughout the game. If you thought that a threat of violence would get you the information from a timid guy, then do it! If you thought that a charitable bribe could get you into a restricted area without the need for violence, then do it! The choices didn't affect your powers nor did they offer a stat bonus or anything of the sort.

Now is what KotOR did a bad thing with a zero-sum system? Not at all! In fact, in that setting, it made sense that the more light side attuned you were the cheaper a force power should cost. It just doesn't lead to much variation of game-play. "Well, I've picked all light side powers so now I *have* to keep my light side up. [Give 2000 credits]" and this goes back to one of your first points, it's too black and white.

All this to say, there are times when a zero-sum system is fitting, other times when a more free-form and open world experience is best handled with more pragmatic options available to the player.

P.S. From what I've read, I think I need to grab a copy of The Witcher now!
Ezruh's Avatar - Comment posted on 06/19/2009 17:43
Ezruh
The only time moral choices have ever done anything for me in a game was in Kotor, where my female jedi was just a crazy bitch, yet stayed on the good side. It made little sense in the Starwars setting, but that's why it was all the more amusing. Other than that I could give a crap and I think they're needless and weigh a game down.
prev next

Comment with Facebook





Click connect and comment instantly!

Comment with Dtoid





New? SIGN UP - it takes 5 seconds

Comments policy

Destructoid is an open discussion community. You don't need to "audition" to post a comment - just speak your mind. We respect differing opinions on the site, so have at it. Be smart, funny, insightful, clueless, or cute -- but back it up with substance. Keep your cool, keep it fun. We only ask that you act respectfully and above all: don't be a troll and ruin it for everyone else. Don't bring down gamers or we'll, you know, gently shoot you in the face and stuff you into a flaming mailbox. Each comment is your opportuntity to make this community awesomer. Is that even a word?

Avoiding the banhammer only requires common sense: spamming, trolling, racism, NSFW stuff, and other forms of sucking will not be tolerated. If anyone is griefing please report abuse. Be good. Don't suck!

 
New on Destructoid.TV play all videos

Loading
Loading Destructoid Videos


    Win this!
    Dive in! meetup+play for a chance to win a PC

    Dtoid Twitter    Got news?   tips@destructoid.com

    Reviews & Previews
    Assassin's Creed 2 review
    Crossfire Remote Pistol review
    Resident Evil: The Darkside Chronicles review
    Left 4 Dead 2 review
    Call of Duty: Modern Warfare Reflex review
    more reviews
    Driver
    Avatar
    GT Racing Motor Academy
    Bad Company 2 beta dishes out meaningful experiences
    Legend of Zelda Spirit Tracks
    more previews


    - The Dtoid Army is 51038 strong -

    Showing Cblogs with 3+ faps   show all

    Call for entries: do the wrong thing

    New to Dtoid? Read the survival guide




     Originals
    Chad Concelmo: The tragic history of the videogame turkey





















    More Destructoid Originals




     Popular now more






















    Team Destructoid   tips@destructoid.com
    Nick Chester
    Editor-in-Chief
    Niero
    Founder, publisher
    Jim Sterling
    Reviews Editor
    Hamza Aziz
    Community Manager
    Dale North
    News Editor
    Rey Gutierrez
    Video editor & director
    Anthony Burch
    Features Editor
    Colette Bennett
    Tom Fronczak Brad Nicholson
    Ashley Davis Ben Perlee
    Conrad
    Zimmerman
    Chad Concelmo
    Jonathan Holmes Jonathan Ross
    Brad Rice Jordan Devore
    Will Maddock Matthew Razak
    Dyson Joseph Leray
    Topher Cantler Samit Sarkar
         
      Dexter
    Adam Dork
    Daniel Lingen
    Hollie Bennett
    Joe Burling
    Mikey
    Stella Wong

    Josh Tolentino




     

     
      get involved

    register or login
    post a blog
    post a forum
    enter a contest
    contribute a news tip
    suggest a feature
    be a guest editor
    support

    new member's guide
    login assistance
    tech support
    report abuse
    email our editors
    read our dev blog
    nuclear crisis?
    keep in touch

    RSS feed
    Twitter
    Facebook
    Myspace
    Flickr
    Game nights
    Meetup+play online
    seriously

    about Destructoid
    advertising
    terms of use
    privacy policy
    jobs at MM
    buy our crap
    our network

    Tomopop
    Japanator
    Despingation?




    Destructoid is an independently-run publication forged by our love of video games and the gaming community's need of accountable enthusiast press
    living the dream since March 16, 2006