Friday, 24 May 2013

Morality in Games: Part 3 — Mass Effect and Morality




Not all morality systems are a good/evil binary. There are a few types of morality system that avoid good and evil as their direct reference points. For this post, I’ll look at the Mass Effect games as an example of a different kind of morality, and the way that different moralities are showcased through the different characters. Since the games have been popular, I'm assuming they'll be a good example that most people have played.

WARNING: MASS EFFECT SERIES SPOILERS THROUGHOUT THIS POST. FAMILIARITY WITH CHARACTERS AND PLOT POINTS IS ASSUMED.

Anyone wonder why I didn't mention Mass Effect's Paragon/Renegade system as an example of a good/evil morality system? Well, that's because I don't entirely believe that it is one. While it suffers from similar problems, it deals with something that is not good and evil (though some choices are that blatant). Instead, it involves a choice between Practicality and Honour. Of course, it's not the only example of this kind of morality, but it raises some interesting issues.

He has a point, really.

No matter how you play Commander Shepard, she* is going to be a Big Damn Hero, and her goal is going to be the same. There is no playthrough where Shepard doesn't want to stop the Reapers and save everyone. But how she goes about can be different. The dichotomy involved is more one of kindness/expedience than good/evil. Shepard can punch a reporter or shout at the Citadel Council, but it's because people aren't giving the necessary attention to the dire situation she is trying to save everyone from. Renegade Shepard does not appreciate time-wasting or diplomacy, and will save the universe the way she wants, whether anyone likes it or not. Paragon Shepard chooses to prioritise the needs of the few, showing kindness to individuals that may not lead to the most elegant solutions. This dichotomy both retains some old problems (‘grey’ characters are penalised) and introduces a new set of moral problems, especially when players consider Paragon choices to be ‘right’ and Renegade choices to be ‘wrong’. Often, the way these choices are framed makes it clear that they are not an issue of right and wrong or good and evil. Unfortunately, the game may later decide that the choices were about that after all. For example, at the end of Mass Effect 1, you are given a choice: expend resources and divert ships to save the Citadel Council, or concentrate them on saving the Citadel itself and attacking Sovereign. This is the information you are given, and it is not a simple decision. I chose to save the Citadel and prioritise the main threat: Sovereign. Unfortunately, for the next two games, this was interpreted by absolutely every other character as having "left the Council to die" because you hated them. In the second game, considering Paragon choices to be good would mean condoning tampering with what were clearly the identities of sentient beings (the Geth) as the 'good' option. The games often frame these decisions as difficult as you decide, but greatly simplify them later on. Viewing them as real moral choices is the narratively interesting view, but they can be seen as simple opportunities to score ‘red’ or ‘blue’ points. Granted, this is very much like real life, where the way your choices are interpreted is not necessarily the same as the way you intended for them to be interpreted, and the factors that you considered when making them are not always visible to those judging them.

Interestingly, what BioWare does do in Mass Effect is give Shepard her own binary morality system and dump her in a distinctly grey setting. Mass Effect 2 does this particularly well. Take a 100% Paragon Shepard, lightly kill her, and resurrect her in the employ of the Bad Guys, and clear morality gets pushed out of the way for the sake of story. Granted, the evil of Cerberus is only really well established if you play ME1 pretty thoroughly, but I would argue that before ME2, their space racism, elaborate Bond-villainesque murder of their opponents and biological experiments go well beyond just Renegade choices. And just as you felt any sympathy for their devotion to beating the Reapers at any cost, the Illusive Man goes full cackling villain and gets himself stupidly Reaper-indoctrinated in ME3. So, as much as Shepard would like to stay an unblemished Jedi Knight, it’s just not possible. And when you’re forced to make deals with the likes of the Illusive Man, Urdnot Wrex and Aria T’Loak and may have chosen to welcome hardened self-confessed criminals and unrepentant murderers onto your ship, even being 100% Paragon can never mean being 100% morally okay.

A bunch of lovable murderers

On top of that, the cast of characters show a broad spectrum of moralities. It is indisputable that all of the potential party members have killed and will kill at Shepard’s word. Despite this, some characters consider themselves guilty, others noble, and some just don’t care. Some have beliefs that absolve them of guilt or responsibility for their actions: Thane separates the actions of his body and his spirit, and Samara accepts a ready-made morality system so that she will always know how to do the right thing – except that she doesn’t. Mordin committed a terrible crime, but believes that it was for the best. Morinth, through her rejection by society, embraces and enjoys her power and ability to kill. Jack had little choice but to become a killing machine, and suppresses her morals. Garrus (probably the only Renegade in the way Shepard can be) believes that rules and laws prevent true justice. Shepard, Paragon or Renegade, believes it is her task to save the universe. Going through all of them would take forever, and some of their views change over time, but each party member has his/her own morality independent of the Paragon/Renegade system.

The complex moralities that the Mass Effect series expects you to consider seem to prove the limitations of containing complex characterisation in a binary moral system. Shepard is not free to act as she wishes -- dialogue choices and actions are often a choice between Paragon, Renegade and neutral, the situations and characters you are placed in as a player cannot be contained in this system very easily, especially if it is equated with a choice between good and bad. Of course, game systems will always constrain the player from going crazy and doing whatever he/she wants, or they wouldn't really be game systems. In the end, everyone is greyer than Shepard is on paper (screen?), with choices divided between two extremes. But, I suppose that's okay, since Paragon and Renegade are both two types of hero -- you just get to decide, within the choices you're given, which of those kinds of hero your Shepard is.


*Yes, SHE. I don’t know who that guy on the box is. Your Shepard may be an underwear model, but who’s writing the article here? 


Part 1
Part 2
Part 4
Part 5

Monday, 13 May 2013

Morality in Games: Part 2



Morality is about good and evil. Right and wrong. At least, it is in most video games. Games with clear systems of moral choice allow us to be sure of which is which, something that is clearly problematic in real life, or even in more complex fictional narratives. Unfortunately, the view shown in these types of games seems to be more in line with Saturday-morning cartoons than the great works of literature and film. And while attempts have been made to create more complex moral commentary, dual good/evil morality systems often get in the way of a nuanced experience or character. There are the good guys and the bad guys, and there are good actions and bad actions.

Morality systems built around extremes of good and evil create certain problems. Choosing between good and evil, or good, evil and neutrality in some cases, requires that these choices are clearly flagged. This results in a system where when you're good, you're very very good, and when you're bad, you're horrid. Extremely polarised dialogue choices make your character seem preachy and naive when good, or they make you into a petulant child when evil: seemingly badass threats fizzle when you're repeatedly told that you're going to have to do the quest the way everyone else does, no matter how scaawy you are. if you decide to be neutral, the game probably won't like you keeping it up for long.

Not going to score any points with this lady.

Because the mechanic is often points based (even if this is not transparent), getting all the points is an enticing goal for players. Doing all the quests and talking with all the people in the game is often rewarded through points granted within the morality system, and this means that maximising one extreme is probably going to be considered an indicator of success. Sometimes, indecisive players will be actively penalised because the middle ground is numerically the same as having earned zero morality 'points'. Because of these factors, bonuses are seldom assigned for neutral alignment. This is especially frustrating in games like the Knights of the Old Republic games, where some of the most interesting party members are neutral, but the game seems to ignore the possibility that a player may like to be the same. This means that these RPGs are less about the RP and more about the G -- be consistent, and you're playing the game. The temptation to maximise one alignment means that your character becomes a boring type, rather than a complex, personal character.

Statistics have shown that the majority of players, when given the choice, choose to be good. This happened in both Fable and the Mass Effect series (spoilers). This could be because people are socially conditioned to prefer good options: being nice is... nice. Another likely reason is the way that games with morality systems reward players for their choices. it usually works like this: evil choices are usually rewarded with money and stuff, and good players are rewarded with praise. Some of you may argue that the loot is better, but people in general seem to like the approval more. Being chided is not something they enjoy. It also doesn't help that people don't enjoy the idea that being good makes you radiantly pretty, while being evil just makes you look like you've got lupus.

The narrative, however, has some requirements, and telling the story that the writer(s) want to tell you in a game can often interfere with this black/white moral division. Given a context, knowing whether an action is ultimately good or evil is unclear. Luckily, the design of the game often conveniently helps you to tell the difference. In the otherwise excellent game Red Dead Redemption, the needs of the story (the titular Redemption in particular), as well as the character of John Marston as he is portrayed in dialogue and cutscenes conflict with the very underdeveloped 'honor' system. You can earn an outlaw outfit and rob and kill everyone you meet. You can steal horses. You can even cheat at poker (gasp!). NPCs will display unease around you if your 'honor' is low, but Marston will be visibly uneasy about performing morally questionable acts in the story missions. Marston's Redemption is happening, whether you want it to or not.

I'm not criticising the idea of good/evil morality systems, but where these systems badly interfere with decent characterisation and a player's moral choice being about morals rather than rewards, some thought is needed. Next time, I'll be discussing morality systems that involve variables other than good and evil, and see if they offer any improvements on the good/evil system.

Part 1
Part 3
Part 4
Part 5