"Moral choice" is one of the hottest buzzterms used by game developers these days, with titles such as BioShock and inFAMOUS proudly boasting that their storylines feature complex narratives where actions have consequences. Despite the best attempts of recent videogames, however, these "moral choices" never quite seem to work as advertised. We asked Valve's Chet Faliszek why this might be, and he had an interesting answer -- he believes moral choices can't exist in a game.
"There's never a real moral choice you're ever making in a game, because you're never going to have to live with that choice," he explains. "We do things in our game to get you to behave better, to make you play together, to have this interaction in a game, but I don't think those are moral choices. I don't think games allow you to make moral choices. Games allow you to be evil, to do bad things. In Grand Theft Auto, I'm going around running people over, and guess what, I'm not doing that in real life.
"So, in the context of games having moral choices, that's a weird thing to me. I don't think they have real moral choices when I think of that. They have something else, like strategic choices, choices inside their world, but to me a moral choice is something that would live outside of a game. I don't see that."
Chet makes a very valid point. Gamers are probably never going to be able to get past that obvious disconnection they feel between real life and a videogame to the point where they can truly be wracked with guilt over some moral dilemma. In fact, I'd say that the day a game truly succeeds in creating a real moral choice is a day where we've started to blur the line between reality and fiction ... and that wouldn't end well.
Moral choices are this generations open-world.
I think I see a solution.
Take MMOs for example, should one attend the raid they agreed to or feed the baby? Keep your agreement to help someone farm their dailies or acknowledge your wife's birthday?
And every game treats morality like a balance. Killed five people? Go donate to charity, and you're back to neutral! Right and wrong don't balance out like that, and you shouldn't be able to tell right from wrong so easily in the first place.
You're clearly not playing with/against the computer, and since the other players are alive somewhere, there has to be some sort of impact "outside the game", even with simple choice like "I'll play this game without cheating or exploits".
It always bugged me how, if you were an evil character, guards would just keep coming and coming FOREVER (Fable, Oblivion). Like, if it ran out of dudes, I'd feel my evil accomplished something. Now, it's just like "wee, experience?"
I think Mass Effect did a good job eliminating the "Good/Evil" bit, replacing it with more of "calculated/ruthless." It was still black and white, but at least it blurred a little more than games like inFamous or Fable.
You flip on the game and play the part, not expect it to change your life for really reals (I'd be a little leery of you if it did). It's a "moral decision" for flavor in the game. "Moral" is just describing it as good/neutral/evil in stead of a strategic sneak in/bust heads.
Play. The. Witcher!
In short, yes, you're not the one with the moral choice. The moral choice is for the character you control. You are given moral choices for the main character to assume, not you, the player.
But in your interactivity with the main character, him being an extension of you, and you being the puppet master with the strings, you do resolve HIS moral choices.
But of course the publisher objected and had the whole situation reversed to be in line with moral expectations, which makes me really wonder if more developers now would have taken a page from that and made some honest-to-God interesting outcomes to your decisions should it have ever made it to the final copy.
(Actually, was that entirely off-topic?)
As noted, you're often making a Black or White choice. You are usually punished for picking the bad one or rewarded/not-punished for picking the good one. When they throw in a shade of gray, that usually also follows the punish/not-punish/reward pattern.
Either way, it is a system that causes the gamer to meta game. Because you figure out "Oh, if I pick the good one, I get a reward!" then the gamer starts continually picking the "good" option to get rewards. Most people won't play the "evil" path simply because there is traditionally not rewards for being "evil." And if they are, more often than not, they are bullshit rewards. (I'm looking at you, BioShock)
Now I'll admit I haven't played The Witcher, but I've spoken the Moral Choice debate with many people, some of them who have, and they really liked The Witcher's "morality" because it is different. It is done right. What it does is instead of being a Good vs Bad option, it is an Action vs Consequence choice.
You get the supplies for them because they're starving and poor. But oops! Those crates weren't food, they were weapons. You gave them weapons and they revolted and a bunch of people died.
Then you move on.
Morality in games is such a huuuuuge scope to get right. Because you need to dynamically craft the world to alter based upon what choices the player makes. So it's always scaled down. You can choose this and get something, or choose that and get something different. It's never true morality. It's just picking which dispenser you get the reward (or not-reward) from.
So you are supposed to be super nice with Bunkichi and his wife, because they're really old. But you're not meant to be super nice with everyone. In fact, if you're super nice with Kazushi, you'll make the wrong choices because you're supposed to be really competitive with him. Fuck his physical condition, you need to egg him on to ignore his physical injury and be more competitive with you!
Or there's Chihiro, whom is super shy with boys, but reads manga where the super shy girl wins the boy and they get together. But if you kiss her during the 6th level of the relationship, I believe it is, you reverse the social link. When what you're supposed to do is hold her hand. (At least they tell warn you making the wrong decision will fuck the relationship up, though.)
The Social Link system revolves around moral choices (do the right thing with that person!) but it's not exactly intuitive because "the right thing" changes with every person, so no matter who you are (the player) what you think and feel can, and will be, wrong within the relationship of the characters within the game.
After playing HL2:Ep2, I feel a hell of alot different going into Ep3 than I did going into Ep3. Before, I felt like I was fighting as a hero, but now, my motivation is more vengeful. I don't think I've even been so emotionally invested in a game-- not even FF7 effected me that much.
Personally I would almost like to see a game that is more sims like in certain respects where everyone really reacts to everyone else- but at the same time you could have your regular story play throughout scenarios that happen in the game whether that game be a sci-fi or fantasy or shooter- I don't think it would matter so much so long as the interactions are worked on
Probably a bit far fetched, plus software detection of that wouldn't be very easy.
I said this shit atleast 2 weeks ago.
Further, take the fat nerds on WoW who camp new players corpses for hours at a time. That may be as much of a real-world consequence as it gets: depriving others of fun and harassing them for hours. They're bullies. It's not much different from somebody stealing your Halloween candy.
Finally, would you WANT a game that tempts you to commit terrible acts such as rape and torture, and leaves you feeling guilty and wondering how foul your soul can get for the rest of your life?
That said, when I make decisions in games, I take the decisions as seriously as possible. That's why I have such a hard time making evil choices in games.
<inFamous Spoiler follows>
When you have a choice whether to save Cole's girlfriend or the other guys, I chose to save the GF. But the I felt pretty shitty afterwards, partly due to the dialogue that follows. It was nicely done.
Not unless you are THIS guy, AMIRITE?
This also depends on the definition of moral choice, do "moral" choices only exist in the "real world". I don't agree with this guy at all.
I'd like to see these outcomes have more of an impact though. Fallout, it didn't relly affect me blowing up megaton because OH WAIT, There were still other shanty cities I could go to that I'd shill my goods upon.
if I made the choice of blowing up Megaton, I'd want a MUCH larger impact, people charging me more outside of tenpenny tower, the occasional renegade trying to stop me for my actions, etc. It just kind of went at "blow up megaton > get reward> keep playing" It didn't really stick with me.
I'd like to see these outcomes have more of an impact though. Fallout, it didn't relly affect me blowing up megaton because OH WAIT, There were still other shanty cities I could go to that I'd shill my goods upon.
if I made the choice of blowing up Megaton, I'd want a MUCH larger impact, people charging me more outside of tenpenny tower, the occasional renegade trying to stop me for my actions, etc. It just kind of went at "blow up megaton > get reward> keep playing" It didn't really stick with me.
Well since he comes from a background in ethical decisions I can understand his, BWAHAHAHAHAHHAHAAH, no sorry, I can't take a discussion on Moral choices seriously from a company that still uses the Silent Protagonist schtick and levels so linear they may as well be on rails.
In Fallout 3 for example, It's role play - If I want to role play as some bastard raider warlord then in order to do that I am required to act in a bastardly way. That means doing evil deeds. I am completely removing my own morality from my character, because if I didn't my character would not work as a bastard raider warlord. Even though I am against stealing in real life, to play as a raider character I am required to rob and steal. My morality is irrelevant.
If I made moral choices based on my own personality, then I (like many others) would always be the "good guy option" in every single morality based game. None of us really want to murder people or commit horrible crimes.
Often in games its a case of working out what route gets the best items. In Fallout an evil route allowed you to get some great guns at the start of the game my stealing them - but this wears thin as you get more into the game as money eventually becomes irrelevant as even as a good guy I had enough money to buy anything.
Evil choices need to have some serious game shattering consequences - like doing something in the game is so massive and permanent that there is absolutely no way to go back on this unless you start a new save. These types of choices can make or break your character and MUST be permanent. Nuking Megaton in Fallout 3 is not enough - I can give beggars 20 bottles of water and suddenly in a good guy - completely remove the simple good/evil slider. Everything MUST be a shade of grey.
That's why the name of the game is "Persona". You're expected to change your "morals" with each encounter. But that's been described in detail in many articles before this one.
(And yes, I'm aware the second one is factually incorrect. SHUT UP.)
Digital Devil Saga: You spend the game eating everyone else that's not in your gang. Literally.
Persona 3 and 4: While the Social Links isn't really good or evil, it's a good way to project yourself into the game's narrative. Furthermore, lots of choices present themselves to let you better define yourself in the game's world. A lot of them are inconsequential, but it's nice to have the option to have people respond to you in a way that most people would in the real world. It really helps with immersion.
Devil Summoner 2: Your decisions can kinda have an effect on things, between Law, Chaos, or a balance of both. Mind you, this isn't good or evil, but matters of perspective.
Devil Survivor: Depending on your decisions, and who you associate yourself with, can lead to many different endings in the game.
The thing is, with almost every SMT I've played, it isn't boiled down to simple "Good vs. Evil, Black vs. White" dichotomy. They really present these things in a truly mature perspective. The "villains'" perspective is usually sympathetic in some way. It's about the only time I've ever seen any storyline in a game get close to painting the characters in a human light since watching Babylon 5. They're treated as human beings, not just characters in a video game.
Personally, I like being given choices that are perceptually 'moral', but my morality is not challenged by making those choices. No polygons were harmed in the making of this game. Morality cannot exist without consequences. A fiction may be emotive, and allow us the illusion of morality through immersion, where we temporarily choose to suspend disbelief in order to heighten the emotional response, but I don't walk away from a game feeling changed through my actions. Short of getting a fat ass because I'm so lazy, I mean.