Thursday 18 April 2013

Morality in Games: Part 1


Morality, other than that thing that inconveniently stops us from stabbing our coworkers, is an issue, if not a dynamic,  that is very present in all games. We see explicit morality systems in many of the games we play, and these are implemented with varying degrees of success. Morality systems in games, however, are not the same as morality in games. The approach to morality shown in the games we play is not something we always think about, or even something we are encouraged to think about, especially when games do not provide feedback on in-game behaviour or provide some exploration of moral issues in the game's story. Many of our favourite games do not  provide true moral flexibility in player actions when the player is given only one way of accomplishing their goals (though they may draw attention to this limitation to wonderful effect in games like Spec Ops: The Line or even the first BioShock). This piece is the first in a series on morality.


The first kind of morality I've identified is not necessarily a game system, but a narrative choice: imposed morality. A game with some amount of characterisation and no morality that the player can affect through an explicit and mechanised morality system will impose a morality on the game's protagonist, and nothing the player ever does can change the narrative's idea of who or what that character is. Morality in games is often seen in terms of good and evil, and I've noticed three main groups of imposed morality: imposed good, imposed evil and imposed neutral.



Imposed Good


This guy.

In these kinds of games, the protagonist is good. His/her quest is established to be just, and, if deemed necessary, you are shown that they are a Good Guy through backstory, dialogue and other players' reactons to the character. Your actions in the game, if not restricted to such an extent that they must be good, do not change the way that the character is portrayed in dialogue/cutscenes/interactions. This leads to some laughable moral oversights, especially considering the hitty/stabby/shooty nature of so many games. Link can smash all the pots in Hyrule, but despite this rampant property damage, everyone still loves what a great guy he is. Other characters will mention what an honourable person the protagonist is, even going as far as to bestow mystical artifacts that can only be used by those who are pure of heart on the protagonist because their murder of all the people/creatures in the previous area was just so  pure and righteous. The murder, theft, vandalism and extortion, to name a few, that you commit to finish a game are done in a space that is removed from the game's story, in such a way that no matter what the player's actions are, the character remains virtuous.



Imposed Neutral





This is the space where the more interesting, or at least less hypocritical, protagonists are found. It is also where many "gritty" characters fit in. The protagonist is established as self-serving or having a dark past that explains their propensity towards more morally problematic actions. In other cases, the character is so underdeveloped that they have to fall under this type (is Pac-Man, for example, good?). In other games, the villain is made so clearly evil that your actions seem tame by comparison (or they're just a Nazi or something). This can also be done through setting. On Pandora, for example, where the Borderlands games are set, many people are self-serving, hardened and violent, but not many people are outright evil (that distinction will be made more clear later). The harsh world can make a morally neutral character's more iffy actions more understandable. These protagonists often have the advantage of a story reason for their attitude towards violence, theft or other transgressions, if the game world even recognises these as taboo. There is the most variety of characterisation in "neutral" characters, and most of them lean towards either good or evil or vascillate between good and evil (or even something else that I'll discuss in later parts), so it is difficult to pin down a particular type that embodies neutrality, except that they are not portrayed by the narrative as good or evil. The possibility of character development in this type of character is also clear, with players possibly moving into good guy territory over time, but the player's actions have no effect on the course of this progression.



Imposed Evil


No, really. He actually belongs in the last group.
Sol's really not such a Badguy once you get to know him.

Some protagonists are just evil. This, however, is one of the less common approaches. Games like the Dungeon Keeper series, Overlord,  Evil Genius and maybe Kane and Lynch all have evil protagonists. The main thing that distinguishes these protagonists' morality from the other types of imposed moralities is that the actions that the player is given are almost entirely limited to exploititative, self-serving, cruel or violent ones (the last one is true of a great number of games, though). Performing evil deeds often invokes praise for the player, and there is often no "greater good" that the actions serve. They are cruel for the sake of being cruel or because they are expedient. Sometimes the player is constantly reminded, as with imposed good, how evil they are being. Making this kind of moral stance likeable can be a challenge, but humour can be used to soften the cruelty in these games, or they can simply be sold as "edgy", which can be a hit or miss kind of thing.


These very broad types of imposed morality rely on the traditional distinction of good vs. evil, which can be simplistic and problematic when scrutinised. This is probably why the games falling under Imposed Good or Imposed Evil are quick to remind you on which side of this distinction the protagonist lies. Games that fall under the neutral banner, for lack of a better term, tend to allow for much more nuanced ideas of right and wrong, and make it easier to portray richer characters who are flawed without being hypocritical. They also allow you as a player to pit yourself against an antagonist for more interesting reasons than them simply being on the other side of the Goodie/Baddie dichotomy. Of course, there are many, many ways in which Imposed Good and Evil protagonists can be fun and engaging, and the stories and experiences linked to these kinds of protagonists can be as memorable as any other.

In the next part, I'll be contrasting this Good/Evil dichotomy with another prevalent moral distinction in video games, and talking about games where the player's actions affect the way that the game and other characters react.

Part 2
Part 3
Part 4
Part 5

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