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Valve: Games don't have 'moral choices' photo

"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.


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50 comments | showing # 1 to 50

Havoc Fang's Avatar - Comment posted on 07/30/2009 12:07
Havoc Fang
Every time today you've talked about Chet Faliszek, I keep thinking about Brad.

Moral choices are this generations open-world.
walkyourpath's Avatar - Comment posted on 07/30/2009 12:10
walkyourpath
That's why story and character development are one of the "new frontiers" for gaming -- when you care on an emotional level about the NPCs you are interacting with, or have a legitimate reason to hate them (not because they were poorly written), then the inclusion of a "moral" choice or branching storyline has the potential to be extremely effective.
Super Drybones's Avatar - Comment posted on 07/30/2009 12:11
Super Drybones
"In Grand Theft Auto, I'm going around running people over, and guess what, I'm not doing that in real life."

I think I see a solution.
pascuz46's Avatar - Comment posted on 07/30/2009 12:13
pascuz46
Interesting way of looking at it. I love infamous and Bioshock and moral choices that they put in the games do have an effect on what I choose. For example first time going through both games I picked the "good" side. While I actually care about the world that my video game character is in, these arent really moral choices. They are just two different paths that are predetermined. So therefore, its not really a choice is it, when you already know what the outcome will be. Kill the little sisters, become evil. Or save them and become a hero.
pd771's Avatar - Comment posted on 07/30/2009 12:13
pd771
I will say that the way moral choices in videogames are handled make them seem not that important. The only way I guess you could make them feel like actual hard moral choices is to make it impossible to replay the game (so you have to stick with that choice always), but that's an awful idea.
Necro BABS's Avatar - Comment posted on 07/30/2009 12:24
Necro BABS
i think he is right cause realistically you do not have a choice. The people designing the game ultimately pick your "choice" for you as a predetermined outcome. They give you the illusion of choice, but that's all it is an illusion. In bioshock they gave the illusion that you were doing something "morally" right or wrong depending on the little sisters. I think the only "moral" choice that really had any impact on my gaming experience was killing my dog in fable 2 and yet even then they planned it out.
PySk's Avatar - Comment posted on 07/30/2009 12:27
PySk
I don't get why moral choices are like a Holy Grail for a lot of videogame designers. Implementing them often results in a decreasing quality of the two or more possible story lines or endings.
burned's Avatar - Comment posted on 07/30/2009 12:28
burned
There are plenty of moral choices that video games present.

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?
AfroWalrus's Avatar - Comment posted on 07/30/2009 12:31
AfroWalrus
I think the problem is that most moral choices in video games are black and white: HELP OLD LADY ACROSS STREET or BEAT HER TO DEATH WITH HER OWN WALKER. There's no middle ground "Ask how her day was" or "Give life advice" or "Make fun of her grandchildren".
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.
vexed alex's Avatar - Comment posted on 07/30/2009 12:36
vexed alex
I actually didn't go around running people over because I thought it was out of character for Niko.
Knives's Avatar - Comment posted on 07/30/2009 12:38
Knives
I was thinking something like what burned said, what about multiplayer games?

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".
Shadowiii's Avatar - Comment posted on 07/30/2009 12:39
Shadowiii
I liked how, in fallout, a lot of your choices were perminment. Kill a crucial NPC? Well, they're gone, so you're SOL for some future quests. Nuke Megaton? HUGE ramifications (well, a lot at least).
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.
Trev's Avatar - Comment posted on 07/30/2009 12:45
Trev
This is exactly what suspension if disbelief is for: making these transient bits of fiction worth viewing. You're not really pulling slugs out of little girls in Bioshock, but you accept it as temporarily meaningful so that you enjoy the game. You can't go in with this "well it's all fake so who cares" mentality or there's hardly a point in playing at all. I'm not actually saving humanity, so why play HL2? Just to pretend to shoot a bunch of fake soldiers that I don't actually care about? No, you're going to do it because you're Gordan fucking Freeman and a green, cyclopian lizard guy from another dimension thinks you're the shit.

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.
brainboy77's Avatar - Comment posted on 07/30/2009 12:46
brainboy77
I guarantee you this guy did not complete gta4. The choices you have to make near the end of the game made me think a hell of a lot. I analyzed that game more than a lot of great books, and it sure as hell stuck with me a lot more than half-life 2.
Phantom Spaceman's Avatar - Comment posted on 07/30/2009 13:00
Phantom Spaceman
"save kitty OR cannibalize children"
Magnalon's Avatar - Comment posted on 07/30/2009 13:00
Magnalon
I <3 Chet, but he really needs to play The Witcher.


Play. The. Witcher!
BlackDove's Avatar - Comment posted on 07/30/2009 13:02
BlackDove
These are semantics hinging on the definition of terms.

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.
BlackDove's Avatar - Comment posted on 07/30/2009 13:03
BlackDove
Or hers.
Klempky's Avatar - Comment posted on 07/30/2009 13:11
Klempky
When I hear of the black and white complaint addressed in these comments, I always think back to the original Fallout's questline involving the sheriff and the crimelord vying for power over a town (Junktown? I forget). If you helped the sheriff, which was implied to be the "good" option, he'd end up oppressing the town and the community would flounder. Let the mob boss take over, however, and all the immoral institutions he brought in would vitalize the local economy.

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?)
X-angwin8r's Avatar - Comment posted on 07/30/2009 13:14
X-angwin8r
Chet may have a point, but by that same token, nothing in a game is real by definition, not even the "strategic" choices he mentions. I think I see what he really means though. Most of the so-called "moral" choices you are presented with in games boil down to pragmatism. If you kill this particular NPC, you may be able to get through a certain area easier, but you can't go back to him later to request a favor or something. He does make a good point about not having to live with the consequences of your actions though. It's hard to feel too much guilt for killing somebody that never actually existed to begin with.
robotbebop's Avatar - Comment posted on 07/30/2009 13:15
robotbebop
I never thought of "moral choice" in video games as MY moral choice, only that I decided for the character. To me it's just a means to develop the narrative as necessary. While games are still an interactive experience they're still a story telling device to some extent.
Brocklesocks's Avatar - Comment posted on 07/30/2009 13:29
Brocklesocks
Maybe they're not real-life moral decisions, but I know that I've felt shame for choices I've made in-game. I literally felt bad for some things I did in Fable 2, for example. Yeah, I didn't have to live with it in my real life but I definitely did remember it and almost felt regretful.
akathatoneguy's Avatar - Comment posted on 07/30/2009 13:46
akathatoneguy
You mean...what happens...in a game..isn't REAL?!?! Next, he'll be telling me that I'm not actually an expert guitar player.
The-Excel's Avatar - Comment posted on 07/30/2009 14:00
The-Excel
I've never viewed these choices as a decision of morality, but rather as a problem of optimization, as in: "Which of these responses will yield the greatest possible return?" or "If I say no, would that advance my position in the game further than if I say yes?" I do feel guilty when, for example, a Social Link goes south because I said something insensitive, but it's the same sinking feeling I get when I crash my ship in a shmup because of a stupid mistake I made. I don't mourn for the pilot when I lose a life in those games, and by the end of the day I take comfort in the fact that there are two other guys just like him who won't mind it as much either.
Vanilla Gorilla's Avatar - Comment posted on 07/30/2009 14:02
Vanilla Gorilla
His point is that, within the game space, moral choices aren't true moral choices. They're just game mechanics.

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.
The-Excel's Avatar - Comment posted on 07/30/2009 14:17
The-Excel
So basically they're the same forks games always had, just dressed up to appear to have repercussions beyond success and failure.
Vanilla Gorilla's Avatar - Comment posted on 07/30/2009 14:23
Vanilla Gorilla
@The-Excel: It's funny you use Persona's Social Links, I would have to agree. What wasn't very well thought out is that you don't project yourself through the character, every person you have a Social Link with has a specific way in which you are supposed to interact with them.

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.
kjohnson1585's Avatar - Comment posted on 07/30/2009 14:32
kjohnson1585
That's why a good cutscene/story is important. Like movies, you, as the viewer, don't have a moral choice over the action of the characters, but you empathize via the acting, scene, the dramatic moment.

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.
AgentMOO's Avatar - Comment posted on 07/30/2009 14:54
AgentMOO
I chose poorly at the end of Fable 2, and it really hit me, more than I thought a choice could in a game
silvain's Avatar - Comment posted on 07/30/2009 15:16
silvain
Why realy moral choice doesn't exist: game developers don't understand morals, game developers don't understand unintended consequences, and game developers don't understand justification/rationalization to self for actions taken.
whormongr's Avatar - Comment posted on 07/30/2009 15:17
whormongr
my main problem with "moral choices" games that should be addressed is the fact that you are only so evil or only so good- moral choices would be a lot different in games if you could say rape NPCs or piss on corpses and couldn't find anywhere to live and have dregs of humanity wanting to join with you and on and on if you were evil and on the other hand have people want to hang out with you and be able to do social things like elaborately date and talk (not just "hello you need to go to the castle" or some crap) with NPC's, have the ability to gain more skills and education and perform other duties and such if you are playing good- immersion in the character is really what makes moral choices worth it, when you don't get that immersion is when it isn't so important as to hat you do.
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
Berzerk's Avatar - Comment posted on 07/30/2009 15:21
Berzerk
Kill your parents if you want to play the hidden level.

Probably a bit far fetched, plus software detection of that wouldn't be very easy.
wanderingpixel's Avatar - Comment posted on 07/30/2009 15:54
wanderingpixel
Would Half-Life be better if had moral choices? No.
Dexter345's Avatar - Comment posted on 07/30/2009 16:15
Dexter345
Have you played the indie artgame Execution, Jim? It doesn't take the stuff out of the game and into real life, but it does cleverly make you live with your decision. That said, it's poorly designed, but it only takes a few minutes to "finish" it. Anthony wrote an Indie Nation on it.
Aurain's Avatar - Comment posted on 07/30/2009 16:17
Aurain
Valve: You're Slow.

I said this shit atleast 2 weeks ago.
socialnorms's Avatar - Comment posted on 07/30/2009 16:29
socialnorms
Chet isn't terribly bright. You can't tell me that the nerd who team-kills me for the sniper rifle in Halo 3 isn't a selfish asshole in the real world as well. Is that merely a "tactical choice?" It's no more moral than charging $50 for required, unincluded XBox controllers. "I WANT!"

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?
Sharpless's Avatar - Comment posted on 07/30/2009 17:00
Sharpless
I think he's right, to a degree. Most gamers probably base their decisions on which option is the most fun or "badass," or which will serve them best. It doesn't really amount to a moral decision for anyone but those gamers who choose to take it as such.

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.
ghost of calavera's Avatar - Comment posted on 07/30/2009 17:19
ghost of calavera
That's pretty close minded, especially coming from someone who makes games. As a Half-Life fan I hope they don't let him write the story for H-L3. It doesn't matter whether choices we make carry into real life, after all we play games as an escape from real life. What we experience while we play video games is what matters, and having choices can make that experience more rewarding. It makes you pause and think. And sometimes when it's done right can have emotional impact on you.

<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.
Kalmah's Avatar - Comment posted on 07/30/2009 17:25
Kalmah
In Grand Theft Auto, I'm going around running people over, and guess what, I'm not doing that in real life.

Not unless you are THIS guy, AMIRITE?
Holyetheline's Avatar - Comment posted on 07/30/2009 17:56
Holyetheline
BUT if said line was blurred you most definitely know that it would end interesting.
mrsatan's Avatar - Comment posted on 07/30/2009 20:26
mrsatan
Wow, coming from a strong story teller like Valve, that is pretty sad. Moral choices in games shouldn't extend to real-life. If I like making bad moral decisions in a game, yet am a nice guy in real life, that sounds like they did a pretty good job with the moral game choices.

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.
MrSlippery's Avatar - Comment posted on 07/31/2009 01:08
MrSlippery
I prefer the term "Choice-Driven Gameplay"

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.
MrSlippery's Avatar - Comment posted on 07/31/2009 01:09
MrSlippery
I prefer the term "Choice-Driven Gameplay"

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.
JustLikeBuck's Avatar - Comment posted on 07/31/2009 03:35
JustLikeBuck
"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".

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.
Jimeee's Avatar - Comment posted on 07/31/2009 04:19
Jimeee
The problem with moral choices is when I play a game I don't necessarily want to be associated with the main character. The character might be an extension of myself, but it is under no obligation to behave like I would in real life.

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.
Natural 20's Avatar - Comment posted on 07/31/2009 06:50
Natural 20
Old Republic MMO. A game with moral choices... that you have to live with since otherwise you'd have to restart the game. CRAP.
The-Excel's Avatar - Comment posted on 07/31/2009 10:02
The-Excel
@Vanilla Gorilla:
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.
Ffordesoon's Avatar - Comment posted on 07/31/2009 15:22
Ffordesoon
If I may link to an ancient act of bloggery or two on related subjects...

(And yes, I'm aware the second one is factually incorrect. SHUT UP.)
Vanor's Avatar - Comment posted on 08/02/2009 00:27
Vanor
Shin Megami Tensei Nocturne: You can get an ending where you destroy the world and go to war with God, among many others depending on your decisions.

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.
faultymoose's Avatar - Comment posted on 09/25/2009 05:49
faultymoose
Almost every post in this thread is people using personal taste as a counter argument. Chet is absolutely correct, because his point is a clear semantic definition. Whether or not you like the silent protagonist "schtick", linear levels, multiple endings, graphical fidelity or whatever, it has absolutely no relevance to his argument.

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.
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