Does your design have a moral context?

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27 comments, last by solinear 19 years, 4 months ago
Quote:adventuredesign
Mass communications technique allows a wide diversity of personalities and differing intelligence levels to feel empathically and entertainingly the same.

Yes, but how exactly? By tapping into their common denominator, isn't it? My concern is what that common denominator is. And most of the time, I believe it is the lowest common denominator. A bit like in advertisement "if you run out of ideas, you can always use sex. Sex sells."
So what other common denominator do we have beyond the deep seated desire to whack things :-)

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To me, that is critical to artistic success in design, and it is also just additionally fortunate that it makes a difference on the bottom line.

Artistic success ... in design ? Isn't that a contradiction in terms ? [wink]
But seriously, I think I understand what you mean, it's just I don't see that many examples of it (obviously, because otherwise we would all know about it, wouldn't we)

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when you can get a unified ooh and ahh value from the diversity of views and buyer resistance involved *because* you used mass communication technique, style and approach, and simultaneously evaporate resistance to funding and/or developing/publishing your design.

Bells and whistles is what I call it. Or in French, "giving jam to pigs" [pig] is another nice analogy... a necessary evil, though, isn't it :-/


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I agree that players can be taught, in fact, you can't separate education and enlightenment from entertainment design unless you are a, underdesigning, or b, underestimating or misidentifying your audience.

Ah ? So, to try to stay on topic, there is room to teach morality in games, maybe ? I mean, isn't that a form of enlightment, after all ?
I can agree that teaching moral values is a rather difficult matter, prone to spectacular failures and being the subject of ridicule. But maybe it's because instead of teaching the values, we should be teaching the importance of having values in the first place.
To take the example of a cRPG like Neverwinter Nights, I fail to see what choosing between an Evil guy and a Good guy teaches anything at all.

I had much more compelling ethical dilemmas in True Love (or was it Season of Sakura, both great hentai games) when I was trying to choose which girl I should try to go out with, which I should "just be friend with", or whether I should just shag them all and forget about Love...
God I wish I could see characters as deep as those Miyasaki regularly has in his movies in the game industry. So much depth, such difficult choices with such drastic consequences.

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Why would that even become an issue if in the design pre production phase, they answered the question, "what is this game for?"

Well, that's the problem isn't it ? The Accounting dept guys tell you it's to make profit :-) The PR guys tell you it's to keep up with the rest of the industry and not be left behind.
But what questions should you, the designer, be asking? Is the target audience your concern ? Or is that a marketing issue ? Coz if it's your concern then how on Earth did Will Wright get SimCity anywhere past the "do we have an audience for this" stage ? And then did it again with the Sims (but then, I guess at this point, he had a track record)

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Somehow, I just can't associate the negative aspects of the word compromise in the same circle I draw the words "solid, well thought out design" in.

Your terrorist is my freedom fighter, I guess :)

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This is what always separates the wheat from the chaff, but, I have seen it, even desigers who think they know how to design are not creating complete design, because they don't think they have to, or, they don't think deeply enough about design. That is the way of the last twenty years.

Yeah, I think we agree. I just have a different point of view, here from my comfortable sofa [lol]
I feel I see a lot of compromise for the sake of marketability. A bit like I consider Graphic Design to be the little sister of Art that has to go and do the street coz she needs to pay the bills, I think Game Design is turning into a crackwhore, instead of being, well, whatever it is she was in the beginnings...
hopefully she is just hiding in a dark garage, somewhere.

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I learned in architecture a long time ago somebody with a eight year architecture degree path could be a crappy designer. The guy I learned from learned from the only man with thirty three Academy Awards. It's a vast, vast difference in approach and development that simply makes the weaker designers quit and hate you.

And I learned that I can be a better lecturer than some old man with a PhD. Not because I am more learned or clever, but simply because I take a different approach to explaining things to my students. This alternate view of things I have is what I am still looking for in games. Surely there must be another way to do things than turn into Holly-freaking-wood ?

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Nah, fundamentally, I don't think people know what they want until they see or do something and go, ohh, want, want want that more more more. Monkey see, monkey do, monkey do more, monkey pay for what they've done.

Ah well we are agreed then. Don't wait for the mass to give you an opinion, just give them one and see how they react. And never level things from the bottom (which, again, is what I feel is happening more and more).

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Nope, I think we go the other direction, and write more challenging challenges, make them think more and work harder because they are not as gullible, easily satisfied or impedimented as in earlier generations of society.

YEp, so how do we give them a way to think about morals, and the importance of having some ? :)
I can't help but remember a joke thread we had on the White Wolf forums a few years back. Someone came up with a new roleplaying game title, I think it was : "Philosopher: The Thinking". Your character is a philosopher. In a world of ignorance, you must choose which school of thought you will follow, and defend its value against your rival schools. Will you be a stoician, or a hedonist. Will the arrow ever reach the target, and is Epimenedes a liar or not ?
I know, it's not as funny when you don't know what it's parodying, but the funny thing, I thought, was that we could come up with so much fun ideas for a game about philosophy.
In fact, I think it really could be made into a game, if one thought about it for long enough, and studied the subject matter.

What about a game where you have to solve ethical dilemmas? Surely that's something worthy of exploring ?

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I think you are right. I think the interest is there because the boredom for what is extant now is a big indicator something other than what is out there now is desireable because what we have is less. Even some of the comments I got from people who played Halo2 were the same comments we heard from games two or three years ago that were highly anticipated titles, such as, "not long enough, not challenging enough, nicer eye candy, cooler features, but still sorta the same old thing"

yeah, it's habituation at its worse. No matter how much candy you get, at some point you get sick of it.
So what to do next ?

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Yes. And quit ferreting out my competitive advantages, huh?

[rolleyes] I wise I could use this knowledge for something, but I am afraid I rather enjoying the safety of being in Academia. And the room there is for thought experiments. I just wish I had some peers to play with...

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Always a pleasure, ahw

Likewise, although I am afraid I can only rate you once.

Still we havent really answered Wavinator, with all that, have we ?
-----------------------------Sancte Isidore ora pro nobis !
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Quote:Original post by ahw
What about a game where you have to solve ethical dilemmas? Surely that's something worthy of exploring ?

[snip]

[rolleyes] I wise I could use this knowledge for something, but I am afraid I rather enjoying the safety of being in Academia. And the room there is for thought experiments. I just wish I had some peers to play with...


Aren't we your peers? The collaborative game we are working on in the writing forum is about exploring types of love and ethical dilemmas of relationships. Come play with us, we could definately use another intelligent and well-written staff member, especially with experience of ren'ai games! :)


Edit: a quote from that thread exemplifying what I mean by 'ethical dilemmas of relationships':
Quote:Original post by sunandshadow
- If someone is in unrequited love with you, but you've not interested in them, would it be ethical to pretend to love them? What about if you don't love them but you are attracted to them - would it be ethical for you to persue a physical relationship with them and hope you fall in love with them later? What if you get tired of them and want to break up with them - is it ethical to do this if you know it will break their heart? What if they seem likely to try to commit suicide if you don't love them?

- If you are in unrequited love with someone, what methods would be unethical to use in attempting to gain their love? Bribery? Kidnapping? Threats? Intoxicants? Magic? Is it ethical to try to seduce someone if you are not their preferred gender? If you know they are on the rebound from having their heart broken by someone else? If you suspect they would severely freak out about what they had done on the morning after? If you know a relationship between the two of you is considered 'forbidden' and would cause your beloved to have fights with their friends and family, and suffer angst because of this?

- What if you and your lover have different political alliances? Should one join the other's side? If so, which one? If not, what happens when you end up actively working against each other? Would you sabotage your own side's efforts if you thought they would endanger your lover? Have you then betrayed all your friends on your side? Is romantic love more important than friendship, or vice versa? What about family, what if your lover wants to kill one of your family members or vice versa? Who do you side with? If you side with no one, have you betrayed your relationships with both of them?

- For a best friend: what if you think that doing something new would be really good for them, but they are afraid to try it? Is it ethical for you to push them into doing it? If you are constantly pushing your friend into doing things, is this abusing your friend and damaging your friendship? Otoh, is it ethical to not help your friend if you have a way to help them?

- Matchmaking is it's own whole can of worms - the book _Emma_ is all about the ethics of matchmaking. If we definitely decide we want to have matchmaking as part of the plot I'll come back and list in detail the ethical dlemmas of matchmaking.

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

Quote:SunAndShadow
Aren't we your peers?

Yes indeed, I think. That was a bit stupid of me to say that I guess. Although what I meant is that it would be nice if there were students here with the same interests (especially if I could get them to do bits of my work [grin] )

Quote:SnS
The collaborative game we are working on in the writing forum is about exploring types of love and ethical dilemmas of relationships. Come play with us, we could definately use another intelligent and well-written staff member, especially with experience of ren'ai games! :)

Hey thanks SnS, I've noticed the thread I assure you, it's just that I haven't had the courage to catch, nor the time, really (I am busy trying to write my bloody thesis).
Funnily enough, I have just received the last Anita Blake novel (you know, the series I have told you about hundreds of times...)
so you never know, I might get inspired to come and write ideas.
It's always nice to get them out there, in case somebody gets the opportunity to make something of them :)
I dunno about staff member though, unless you turn into a mod if you reach the 1500 points mark ? That'd be fun, hehe.
Quote:SnS
...lots of questions

Wow, some interesting stuff there. The first paragraph particularly strikes home since I can answer all of them from experience. I wonder if it's a good thing, though [embarrass]

[Edited by - ahw on November 19, 2004 9:02:35 AM]
-----------------------------Sancte Isidore ora pro nobis !
Morals and Video Games DO NOT MIX.
Heheh, this ties into an idea I was thinking about, an answer to all the war games that come out:

A peace game. No, not "lets sit around and talk" - a game about being a UN soldier in Kosovo or Afghanistan (an ideal setting). Take the "police quest" type games a step further, really putting the player into the mindset that you're protecting the populace. Most games that focus on warfare just focus on shooting the bad guys - but what about pacifying a war zone? Escorting refugees? Investigating terrorists cells?

In the end, it would be a cross between X-Com and a police RPG - you send your team out on patrol, have your translator interview locals to try and find intel on the local strongmen, assist local police forces, etc. You have a short roster of troops and inventory for each, so every loss counts, and the experience and morale of every soldier is crucial. In X-Com, combat often meant you screwed up and were cleaning up - the game was as much about admin and security as it was about combat. Combat hurt - you lost precious resources for little gain.

Apply that logic here. Make players appreciate the gravity of war, and give them a reason to fight.
-- Single player is masturbation.
Quote:Original post by xconq


Um, what civilization are you talking about, Canada? I see us more and more in denial with avenues of escapism becoming more and more primitive. I mean, Desperate Housewives and Doom 3 are not exactly the signs of a complex, self-reflective society trying to come to grips with its own shortcomings...


That is maybe a trend, but I believe that is not the entirety of all society that is. A great deal of people are coming about to a more conscious lifestyle and society. You can't stop progress, and the old saying goes. Just because Doom 3 and desperate housewives are indications of something, does not make it definitive or conclusive, merely indications. There is plenty that is contraindicative, such as a higher voter turnout in the last US election showing more people cared about their rights and responsibilities to self governance as contracted in the preamble of the constitution.

Martha Stewart went to prison, the grand dame of the elite and effete, with plenty of air time of her quote, "I never meant to hurt the little people." Ken Lay of Enron, whom I've met, is finally being sequestered before a grand jury. Giant tobacco companies are broadcasting advertisements on how to quit smoking and how dangerous it is. The catholic church is paying cash out the ass for lives they have ruined in the name of god. This is not small potatoes, or a one time thing that will disappear.

These things, while sensationalist on the surface, are small and significant indications society is pulling it's head out of it's ass. Stay tuned, more to come.

Addy

Always without desire we must be found, If its deep mystery we would sound; But if desire always within us be, Its outer fringe is all that we shall see. - The Tao

Quote:Original post by Anonymous Poster
Morals and Video Games DO NOT MIX.


Can you share more about why you believe this, AP? What do morals mean to you and why does this apply to games but not to books or movies?



Quote:Original post by zarthrag
Hence most games tend to take an extreme, and are laced with violence, sex, and no choices/outs/alternatives. There are few exceptions: The Sims, Fable, and many others depend squarely upon you -- as it should be. Future games ought to try to distance themselves from specifiying a "moral code" of anysort, modern or fantasy. It's best, and safest, to simply allow the player to take on your world as he/she feels.


Ideally I'd like to see the player get as much freedom as possible, but without some sort of overall moral structure wouldn't a game like this devolve into meaninglessness? The truth is that the world doesn't depend on us alone-- we're part of an organic community that reacts to our behavior. The shape of that reaction is that community's moral code (whether your or I agree with the code or not).

Now if a game doesn't reflect this, then the illusion of a world (if desired) is ruined.




Quote:Original post by sunandshadow
So, I think the essential thing to remember is that RPG/Adventure games are for the player to explore, moral philosophy just as much as the game's world. It's great and admirable to want your game to teach your player stuff, but just present them with ideas (by putting them in the mouths of NPCs, for example), don't try to force the player to agree with those ideas.


I like this approach, s&s. It gives the game another dimension to explore and may even give it more gravity, pulling it out of the realm of being seen as for children or hormonal teens (a still popular media misconception).

But at some level by simply designing the game's rules you will be forced to allude to some sort of morality.
When Civilization allowed you to nuke entire populations with little effect other than global warming, for instance, it was saying something about nuclear war (intentionally or no). But the game had to be kept playable. So there's a balance.



Quote:Original post by Black Hydra
Yes, Grand Theft Auto III allows you to do some pretty amoral stuff, killing prostitutes included. However, what about people who watched the movie Scarface, or the Godfather? What about the Soprano's? Sure your not 'controlling' the characters, but remember that in a vidio game thats all they are. Characters. Not yourself.

Should we also start banning books that are done through the perspective of a serial killer?

I think the real importance is to educate children of how this is separate from real life. I could play GTA3 for hours and hours and I would never act out violently. But, it only takes one kid who can't see the dividing line between fantasy and reality for the rest of us to get blamed.


What's interesting about this is that it gets into the whole area of thought crimes and whatnot. Because you fantasize about evil, are you evil? That's a bit too broad for this topic, but it brings in the idea of character indentification: Do you identify with the goals and aims of the main character, and does the world reinforce this identification by rewarding you? And if you do, what does that say about how you have fun?
--------------------Just waiting for the mothership...

Quote:Original post by serratemplar
What your game seems to be offering is something most games don't: nonlinear choice. If your game does have a sort of morality to it, my guess would be that it be just as modular as the rest of the game: give the player multiple choices. Multiple storylines. Multiple endings.


Thanks serratemplar. I brought this up more as a general inquiry, but I'm also exploring where in my own design I can create a solid moral core yet still retain choice. I'm looking at Babylon 5 and Star Trek as examples and comparing them with how the Star Wars and Star Trek franchises have been translated, and how B5 was to be translated: Combat games almost without exception.

When you take something like Star Trek or Babylon 5 and reduce it down to a fighter sim I have to ask why the bother? Both of those series had something to say-- for example, Trek asked what it meant to be human. B5 asked whether courage could triumph over pettiness, intolerance and fear. (Same with Lord of the Rings, now that I think of it).

When you reduce a work that has a very strong moral context down to the bare bones of hack & slash that's what you're left with-- bare bones. I think that's a waste.



Quote:Original post by TechnoGoth
But at the same time if something is going to be considered morally right or wrong then let the player act according to that, if using GF is wrong then give them another path they can take it may be harder or longer but in the end they can still complete their objective.


I think this is key. I don't think you can include a strong moral context in a game without allowing the player to also have a voice, which comes through how they behave. This way, they can dissent or subvert the context, further inspiring investment in the game universe.

Having said that, though, I don't feel any special compunction to support every single moral action, especially the dominance or homicidal urges that strike people in freeform games (ie, "let me prove how cool I am by slaughtering everyone in this village") Take the case of a criminal: Potentially lucrative, but the game's civilizations may beat the snot out of you in the process, as it is in real life. Some would say that you can't do this because it would make the game unplayable for that role-- but my answer would be that if you can't survive as a criminal you should do something safer.



PS: Thanks to those who've replied so far. I don't yet have time to properly reply to all the comments, but if people are still following this I'll try to get back to it.

--------------------Just waiting for the mothership...
I guess a better question would be "Should your game have morality and why (or why not)?"

Many games have no moral of the story, as it would be. Why? They're made to be craploads of fun and make craploads of money. GTA, Unreal, Halo and any number of FPS style games fall into this category.

The games that commonly have a moral (or morality... the two *are* very different) are usually role-playing style. I'm sure that the makers of the GTA series would tell us that there is a moral to the stories, that crime never pays in the end and that would be accurate... to some extent. Crime generally pays in the short term, but almost never as much as not being a criminal does. Yes, there are exceptions (your white collar criminals who figure out how to quit before they get caught), but they are very few and very far between. However, that has nothing to do with GTA. GTA is about being able to kill people. Yes, I'm sure that someone will come up with some "No, that's not it" argument, but the reason why people buy it is because of the VERY graphic violence. Don't lie... that's why people buy that series.

Yes, some games do have morality, some games have a 'moral to the story'. Some games should have it. Most of them don't. Why? It's a business and people make what sells. Morality will never sell a game. It might sell you some thin mints, but it generally won't sell a profitable game.

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