Morals In Games

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MarcusStrout

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Sep 20, 2008
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Ever since I heard about the moral choice system in BioShock (through ZP, no less) I have been curious about the different endings in games. Well, I just finished Star Wars: TFU and I was wondering...

Has anyone ever thought they could design a really good moral choice system for a game? I heard STALKER was ok, but honestly, any ideas on how to really work morals into games?
 

The Wooster

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Jul 15, 2008
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Marcosco post=9.72792.772983 said:
Ever since I heard about the moral choice system in BioShock (through ZP, no less) I have been curious about the different endings in games. Well, I just finished Star Wars: TFU and I was wondering...

Has anyone ever thought they could design a really good moral choice system for a game? I heard STALKER was ok, but honestly, any ideas on how to really work morals into games?
The Witcher, Planescape Torment and Deus Ex are the only games I've played that have offered moral choices beyond good, indifferent and evil. The witcher in particular gets props for giving the player hard choices.
 

videot76

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Aug 20, 2008
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I thought the moral system in "The Witcher" being kinda nice, with the whole good/evil thingy replaced with shades of grey. That doing "evil" things is not necessarily all evil, and "good" things often unspectacular. Sets things in perspective.
EDIT: Heheh, seems I and the previous poster thought the same things at the same time:)

I've heard people complain that you couldn't be a complete bastard in "Mass Effect", which perhaps is true, but it DOES let you be pretty rude and very Machiavellian. Just because you can't kill everyone you meet in cold blood, it's not restrictive - no other game I've seen has given you the choice to support "patriotic" (i.e. xenophobic, to put it kindly) political parties, AND killing off the galaxy's ruling body, with the extra option of installing an incompentent and probably easily manipulated puppet governor. Even though my main Shepard is the savior of the universe and champion of the downtrodden, I look forward to explore all avenues of the sequels. It was definitely a step forward in morality choices for Bioware, no matter how you look at it.
 

Caliostro

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Jan 23, 2008
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The problem with the "moral system" several games use is that there are no midpoints. You're either the kind of tree hugging hippie that would make old ladies call you a pussy, or you're a spawn of pure evil whose heart is so dark it can create black holes... In theory a dynamic "morals" system shouldn't be hard to apply, but it does give a lot of work. For each possible "route" a character could take (pure good, pure evil, "meh", 3/4 good, 3/4 evil, 1/4235 good....etc) you'd need to make a different piece of storyline, including cutscenes, story development, possibly maps, navigation points for AI....etc...

It's not "complicated" to do, just requires a lot of work and a huge commitment.
 

Jamanticus

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Decoy Doctorpus post=9.72792.772997 said:
The Witcher, Planescape Torment and Deus Ex are the only games I've played that have offered moral choices beyond good, indifferent and evil. The witcher in particular gets props for giving the player hard choices.
I agree on The Witcher. It was quite liberating, in a way; you could do what you thought was right and have things crashing down around you because of it, and sometimes the other way around... Which made for a very good time, in my opinion...

Now for Deus Ex, I felt that the moral choices were mostly quite clear-cut, even though there were many to be made. The only choices that were in the grey areas never really had a chance to pan out, since they only happened at the end of the game
 

tijuanatim

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I think Knights of the Old Republic, and Even Mass Effect did very good jobs of presenting the player with some fairly hard choices. How the played into the ending of the stories was a little meh for me.

I'm quite excited to see how Fable II will do.
 

Jamanticus

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tijuanatim post=9.72792.773058 said:
I think Knights of the Old Republic, and Even Mass Effect did very good jobs of presenting the player with some fairly hard choices. How the played into the ending of the stories was a little meh for me.

I'm quite excited to see how Fable II will do.
Knights of the Old Republic seemed like a no-brainer to me when it came to moral choices; either you made a Dark Side decision and people ended up getting maimed or killed, or you made a Light Side decision where people became better-off and happy.

There really wasn't any decision in the game that strayed from the rules I mentioned above, was there?
 

Novajam

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Moral choices are a nice idea on paper but the don't very often work. Developers always find a way of making one choice better than the other with various incentives.

In Bioshock you got the choice of harvesting or saving all the little sisters. But in the end your choice is affected by whether you want more Achievement points or more ADAM.

And in Grand Theft Auto 4,

The choice of Killing Playboy X or Dwayne was completely one sided. Kill one and you get a mansion, kill the other and you get nothing.

I think morals just aren't working in videogames. Maybe if someone can implement them better, it'd be okay. But for the moment linear stories are ruling supreme, because the writers don't have to account for player actions, animators don't have to do the same cutscenes five times over, voice actors don't have to record three times the dialouge, and programmers don't have to code for all those variables.
 

crazy-j

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Sep 15, 2008
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fable offered u the choice between being the evilest bastard around or the mightiest champion of the church
 

yourkie1921

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Which is worse Crazy-J?

And the problem with fable wasn't that you were either hitler or a saint. You really weren't since you could be somewhere in the middle on your alignment meter. You have a lot of choices so you could do some evil some good. It was that each individual moral choice had 2 options with no middle ground. At the end of the game I thought "wait, why the fuck isn't this an option" way before I made the choice. I thought "why couldn't I keep the sword the way it is right now, and it just be weaker than it would if I picked the evil choice".
 

Knight Templar

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Decoy Doctorpus post=9.72792.772997 said:
The Witcher, Planescape Torment and Deus Ex are the only games I've played that have offered moral choices beyond good, indifferent and evil. The witcher in particular gets props for giving the player hard choices.
Deus Ex, it was quite refreshing to be asked "this this or that?" insted of "Good, evil or arsehole?".

I've only played Deus Ex: IW, but I have heard it said that there was a dead set "evil" group in the first. The second only had diffrent view points.
 

black lincon

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probably not to make a good moral choice system you need multiple story lines which is just to much work for game devs.
 

Raven28256

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There are some good examples of the "moral choices" concept in games. But, as this becomes a more common theme in games ("Moral choices" is quickly becoming like the new QTE in terms of how common they are) I'm left disappointed more often.

Simply put, most games approach this all wrong. The Witcher did it well, the older Fallouts did it pretty well, and the Bioware games ain't bad, but most examples of moral choices are absolutely terrible. For one, in most of them your ONLY choices are "Holy Saint of Christ" or "Satan-worshiping baby-eater." I'm looking at you, Bioshock. The game was much more simplistic than advertised in this regard. Your choice is either "Be nice" or "SLAUGHTER THE LITTLE GIRLS AND EAT THEM!!!!"

Then you have a lot of games where evil means being a total cock. In Mass Effect and KOTOR, you aren't really evil...Most of the time your "Dark Side choices" are more about being a jerk-off instead of a villain. I wish more games let you be evil without being nothing more than a petty thug.

More games need to be like The Witcher, where your choices are shades of gray. The concept of moral choices is often wasted potential because you are either completely black or completely white. Or, simply put, you aren't so much being evil as you are being a mere bully stealing lunch money.

Another thing is that, often times, your choices have little effect on the story beyond moving some arbitrary meter left or right. The Witcher was great in this regard too. Your choices actually MEANT SOMETHING, and sometimes the repercussions wouldn't appear until much later down the road.

My point is that, in most games, the "moral choices" concept is too simplistic. It is all black and white, or your choices have little effect on what is actually happening.
 

Gxas

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Whether an action is moral or not is relative.

If you see the kid you are babysitting under the water in the tub, are you going to check and see if he's ok or ignore him because you think he's playing?

If your neighbor, who asked you to keep his shotgun while he was out of town and made you promise to give it back to him, comes to your door trying to get it back saying he's going to kill his wife and kids; do you give it to him? You did promise you would.

The whole point is that something that is ethical to one may not necessarily be ethical to someone else. Relative things cannot be accurately portrayed in video games because it is on the basis of the developer whether a choice is good or evil.
 

Syphonz

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GI JOE: 'Knowing is half the battle!'

But on a more serious note, I don't think we need Morals in video games. If kids can't develop them off their parents/guardians/peers, than why would video games be any different?
 

WTEricson

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Moral choices in one player games are just a system used to give replay value. True moral choice games are online RPGs where how you treat the ones around you has infinate reprocusions on how your experience changes. There's nothing wrong with moral choices in games, they add great replay value to a game you have fallen in love with. But if you want complex variables in a game, computer programming will never match the replay of human emotions and reasoning. That's why RPGs "suck" compared to MMORPGs.... if WoW was 1 player it would of been looooooooooong forgotten by now.
 

Sennz0r

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To fall back on the argument "repercussions show later in the game", I would like to say that Bioware did a fair job with Jade Empire as well.
There was this one quest wherein you had the choice to give a girl a real medicine or a painkiller for her leg, after that you got some really direct choices: either get the right amount of money back(neutral), no money(tree-hugging good), a bit less money(quite nice of you) or more money than you spent on the medicine/painkiller(*evil*). Now this is already an example on how there is not just a black and white choice, but it gets better.
Later in the game the village you and that girl live in is under attack. Whether you gave her the painkiller or the medicine determines whether she lives or not, since she has to be in shape to fight off the bandits. Gets even better :)
Even later in the game you can stumble upon one of her relatives, and then you have the delightful choice of telling him what happened to the girl.

I know it's not life-changing and doesn't have anything to do with the main storyline or affects it in any way, but It did cheer me up because it was the first time I saw that one of my actions had more than just an immediate consequence.

There's another example from Jade Empire but I won't bother you with that right now partially because it's faded a bit :)
 

Nifty

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The Bioware games don't really have good moral choices. As mentioned a few times, you're either Ghandi or Pol Pot. Occasionally you could be somewhere in the middle like Heather Mills.
 

nmmoore13

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Gxas post=9.72792.775130 said:
Whether an action is moral or not is relative.

If you see the kid you are babysitting under the water in the tub, are you going to check and see if he's ok or ignore him because you think he's playing?

If your neighbor, who asked you to keep his shotgun while he was out of town and made you promise to give it back to him, comes to your door trying to get it back saying he's going to kill his wife and kids; do you give it to him? You did promise you would.

The whole point is that something that is ethical to one may not necessarily be ethical to someone else. Relative things cannot be accurately portrayed in video games because it is on the basis of the developer whether a choice is good or evil.
I agree with this. Which is why it shouldn't be a "moral choice" system, between "good" and "evil" but a simple choice system. Yo are given a situation and you can come up with your own solution, it may be moral or immoral, depends on your definition.