Thursday, June 21, 2007

Can Games Teach Ethics?

I've been meaning to get to this one for some time, but recently I picked up an essay by Sirlin, a game designer, regarding a convo he'd had with a colleague. The topic? Whether games can teach players ethics.

His argument is that, in the high-stakes circumstances of game worlds, players will be forced to think about certain decisions that fall into the ethical gray area; that they'll analyze their options and approach it from the perspective of, "what's the right thing to do here?". Certainly, I'd agree-- I think about ethical propriety a lot when I play. Case in point: early in Twilight Princess, when the children had just been kidnapped from the village, and I'm paying a visit to each grief-stricken parent. Not to console them, but to steal rupees from their house. A mother cries alone in her living room. She doesn't know where her child's gone. And I'm tearing around the place smashing her crockery, simply because I have room in my wallet.

Zelda isn't exactly the weightiest game in my library, or the most immersive. Its reliance on repeating the same elemental interface in each game means I never forget I'm playing a Zelda game; it's primarily an intellectual experience, and any emotion I feel around it is usually due to the game elements-- I'm delighted to get to toss Cuccos yet again, or I'm frustrated because my pathetic depth perception means I've died in lava for the tenth time in five minutes. But it's always seemed vaguely incongruous to me in the bright, simple Hyrulian world, that I, the hero could-- and usually even needed to-- break into houses and smash and steal stuff.

So Sirlin's right-- I do think about ethics when I'm playing; I'm often prompted to consider my own morals, transpose my thoughts about a game (sometimes) metaphorically onto my real life. But I can't really see how it teaches me anything-- because as awkward as I feel robbing Kakariko Village, I do it anyway. It's a game, so I don't really care.

Sirlin's colleague's stance is more along that line-- that players are too strongly motivated by a desire for success at the game; that I'm representative of the norm when I never forget I'm playing a game with the goal of winning. Rather than considering game choices as right or wrong, the colleague argues, players are much more inclined to consider them as permitted or not, advantageous or not, successful or not-- and I think this colleague is also right.

The fact is, most games are approaching the level of sophistication wherein we have the opportunity to consider these types of issues, but they're not there yet-- we don't have quite so much freedom of choice at ethical crossroads, at least significant ones. Major ethical decisions might create two distinctly disparate outcomes depending on the player's choice, and game design is necessarily limited-- in other words, they may create multiple plot branches, or different endings, but in the end, they can only make one game. On the other side of the coin, games that are less defined and more open-ended lack that sense of anchor for the player, wherein the player would actually be motivated to weigh decisions heavily or think deeply about them.

Not that complexity is necessarily required to make a player reflect on ethics-- again, Zelda. Some other examples: In God of War, a wounded man begs for help. And there is no other way to proceed except to toss that man's body into some machinery to jam it up-- still living, still pleading, until the gears crunch him dead. Gruesome as it is, I love these situations in God of War-- they don't so much make me consider my morals (after all, it is a game) than make me realize how uncomfortable it is to be Kratos. I can't necessarily disagree with some of the criticism of God of War II-- it's "flimsy," it's "pedantic," et cetera-- but what I love about it is that you have an utterly amoral, loathsome protagonist.

In fact, being able to navigate ethical issues however I like-- a no-kill game this time, a bloodbath the next, for example-- is one of the things I think games have over reality. I get to try things I wouldn't normally do. I don't know that many gamers try to play games "as themselves," or try to assure that their character's alignment is as close as possible to their own. This is a dangerous thing to say in the current climate of anti-game paranoia, but I like, sometimes, to do awful things in games for the thrill-- because it's something I'd never do, whether because it would be physically or circumstantially impossible, or because it's in fundamental conflict with my ethical standard, with humanity's.

Children and adolescents learn about limits by pushing buttons; they learn where society's "line" is by coming as near to it as they dare, by crossing it. Sometimes they get in over their heads; just about everybody has an awkward young teenage story about when they did something they're really ashamed of; something they deeply felt was really, really wrong. But that's how we learn. And if we can also learn about our ethics by playing with boundaries in games, then yeah-- maybe games can teach us after all.

21 comments:

Tim said...

Urggh... I wrote a really really long comment.. I can't help it.. it's been banished to blag. To summarise:

Ethically confronting situations in games are great. They are good for your mind, and they make you live longer.

Have you seen the concept game ?
It's interesting.

Tim said...

hmm, link didn't work right. The game is called Facade.

Mike & Alex said...

What about Oblivion and it's in-built moral sense... this annoyed me the first few times I was confronted with it, but it serves to make the world a fully-developed one...

Oh and, is it just me, or is this blog getting better and better with each post?!

SVGL said...

Tim-- no, I haven't heard about it, but I'll check it out. Thanks!

Mike & Alex-- I have, actually, heard that about Oblivion, but I've actually never played it myself. And I dunno if the blog's getting better, but I am happy if you think so!

Monele said...

I usually love moral choices in games. You can find quite a few in Neverwinter Nights & expansions (and user-made adventures). But most often, they don't "teach" anything, just let you pick one way to deal with a problem. You're still left alone to decide wether it was a good decision or not.

The problem with the Zelda example you gave is that there's no consequence. It's part of why games are fun, yes, but it's also part of why such games can't teach ethics.
It would be kinda strange if the game just told you "you can't steal that you monster!". It could work but might not be the best way to *teach*.
What if instead, you'd end up returning there later and discover that your thieving helped the ruin of the village? No one said you shouldn't do it, but maybe it'll make you think about your actions.

Chrono Cross has something similar... and Chrono Trigger does take into account your previous actions at some point. I just wish more games (whatever the genre) would do that.

Tim said...
This comment has been removed by the author.
Tim said...

The moral aspect of Oblivion actually really annoyed me. It was too 2 dimensional. Either you were bad or good.

The best example I can think of is Vampire:Bloodlines. It oozed complex moral dilemmas for adults. Also there is a very good unofficial patch for it to fix all the bugs.
Things to keep you in check were; you could lose the game by breaking the masquerade of the vampires, or by losing too much of your humanity.

SVGL said...

Monele-- I love Chrono Cross. And, good point that consequences must appear as a result of one choice or another to really make an ethical discussion relevant.

Chris Dahlen said...

I agree that Zelda doesn't cut it ethically, because like so many RPGs, it doesn't build in consequences to all that theft - so you as the player shouldn't have to take it seriously.

My favorite moral/ethical game isPlanescape: Torment, because it gives you significant and interesting choices about your ethical (lawful->chaotic) and moral (good->evil choices), and somehow makes them important to the game yet entirely personal - you still make it to the end, but the story feels MUCH different depending on how you play, how you treat your companions, etc. But then again, the whole game is built around a moral compass, and also, it's totally, fantastically brilliant.

Second place is Knights of the Old Republic, because like it or not you have to study and understand both the Jedi and Sith perspectives - nobody's a cardboard hero or villain. I'd love to see the same thing with the next election ...

SVGL said...

I definitely think it's interesting that, when it comes to games, we think of ethics as an issue of choice-and-consequence; in other words, we tend to define an ethical dilemma in gaming by whether we'll be affected positively or negatively in the game by our choice. I definitely do the same thing-- though in this case, I was thinking about it in terms of how I feel about what I (or my character) do in games regardless of whether the game knows to any significant extent what choice I made.

Though it chafe my antisocial dogma, I guess I'm going to have to start getting into these MMO-fantasy games soon. --Sort of like how, grimacing, I watch the days before I break down and get an Xbox fritter slowly away.

Robert said...

The problem is that actions and consquences isn't really ethics. Its a meta gaming decision. In Zelda (any many similar games) you steall because there is only reward to doing so, no one cares and the game developers basically have designed the game for you to do so. You move up to something like Oblivion, you can get caught stealing and the people can attack you and that can lead to consequences. But thats just a quickload away from being over and done with.

In the Baldur's Gate series, you become evil enough you'll be hunted down by guards, who usually present no more than a nuasance for most of the time.

What sets Planescape:Torment apart is that the consequences aren't so forefront but the acts are probably the most evil possible because they often require betraying the people who helped you. Are you really willing to betray the people (again in most cases) who brought up to be powerful enough to take on the final battle?

plusaconstant said...

The caged prisoner was one of my most memorable game experiences of recent years. By the time I got him up there, I hated that guy. I actually decided he deserved to die for being so weak -- a very Kratos way to think. If you can't take the heat, don't be in an easily kicked cage. On the other hand, when I played evil in Planescape, I couldn't go through with the betrayal stuff. The game tells you again and again that what you do is who you are, which is something GTA never does.

Another example: Psychonauts. In Milla's mind, you can uncover a very sad memory beneath her carefree dance party attitude. She even tells you not to look at it. If you do, there's no punishment, but you can't un-see what you saw. Tim Shaefer deserves credit as a "provocative" game designer as well as a generally beloved one.

SVGL said...

The guy you burn, right? Yeah, I know! But maybe I just think too much, because I always mull these types of scenarios, even if they don't affect gameplay. Especially in the current climate wherein everyone's equating game violence with real violence-- and thus, accusing us as gamers of being inherently violent people-- I can't help but examine myself, so that my self-defense isn't just knee-jerk, but that I'm confident in the truthfulness of that, you know?

Monele said...

I can't believe I forgot to give Planescape as another fine example ^^;...
I wonder how many people actually refrain from stealing even though the game doesn't mind. I used to grab stuff from houses and barrels (e_e) like anyone, but I slowly became more conscious about this. But mostly in western RPGs (Baldur's Gate II being the last occurence for me). I now ponder if it's "okay" or not. I'll usually pilfer the houses of criminals but leave those of honest people. I might even feel bad for barging in the wrong house sometimes XD.

It might seem silly (it is!), but it actually brings me a lot more enjoyment that if I kept thinking "this is just a game".

Sbate said...

I really really like this article. It was well written and meaningful. It is about a topic I really hold dear because I have a young gamer girl at home, my daughter. I was just posting on the Blogging Zelda site about her. I really need to pay more attention to this subject. She is the oldest and has a extremely good sense of ethics and morality she has learned from Church and Tolkien. But I still need to pay attention to what and how she is playing and be there to answer questions.

One game I have been playing that is really mind twisting in this area is called Pathalogic a Russian game that was translated and published in the UK. Really it made my head hurt because of the whole should I play this as myself or as the character thing... I mean it goes right to the core - yo do helpful side questy things for money so that people will like you more so that you will not be killed in the end. Those Russians know how to get in your head.

Thanks.

SVGL said...

Hey Sbate-- I'd guess the most important thing to remember is, at the end of the day, it's only a game, and will have far less influence on her ethics and values than her family, friends, school, and even church and Tolkien (rock on).

If I happen to play with kids, I find myself watching their choices, too, and wondering about them. Why don't you ask her about how she feels about what she plays?

plusaconstant said...

I don't know anyone who plays games now who didn't play them as a kid, and even if we don't have kids, we occasionally step back and imagine how it might affect the kid we were. I know exactly how old a boy could be to really understand and love God of War. (Eleven.) Not so much with a girl, though. I don't know quite how they work. Ten, twelve? Certainly not four.

Not to nitpick, but I don't think Kratos is "loathsome" or "amoral". He's a god. Once he makes that deal with Ares, he forfeits his humanity. Gods use people for their own ends, and what we call morality is just our attempt to make sense of their whims. (Religious folk: this is just a literary statement about Greek tragedy.) Unlike, say, Zeus, he doesn't lie or toy with people out of boredom or horniness, so he's actually a pretty decent god. I wouldn't want to have dinner with him, but I felt sympathy for him, and helping him struggle towards his goal was somewhat cathartic (and awesome!)

Dan Staines said...

Hey there. I'm writing a PhD. on this exact topic, so it's good to see it discussed in the gaming community. My background is in philosophy/cognitive science, and so I'm approaching the question from that perspective. Basically, my theory is that what we know about how the brain acquires and stores information implies that games are uniquely suited to the task of moral education. Current theories in cognitive science and moral psychology strongly suggest that people acquire specific ethical "skills" via experience: put crudely, we learn to be moral when we are confronted with situations that require us to make difficult moral choices.

It's my view that videogames can emulate those sorts of situations with enough fidelity to be didactically useful. Based on the preliminary research I've done so far, I'm inclined to argue that games CAN teach ethics, but they would probably need to be specifically developed for that purpose to be effective. You can't play KOTOR and expect it to teach you the subtleties of moral decision-making - contextually, it's too far removed from our ordinary experience to function that way.

Anyway, once again, I'm glad people are discussing this topic - it gives me hope that my research won't be received with wide-eyed incredulity from academic powers-that-be. Also, if anyone's interested in discussing the topic further, my email address is raskolnikov (at) iprimus.com.au - drop me a line!

-Dan

SVGL said...

Dan,

So psyched you came by-- what a fab topic for a dissertation. Definitely keep us posted as your work progresses! I would absolutely love to check it out when you're done!!

L

Dan Staines said...

Thank you! I appreciate the interest. It's nice to know I'm not a lone kook labouring away on something nobody cares about. :D

Since your blog is neato, I've gone ahead and bookmarked it, so I'll definitely keep you posted if anything comes up.

In the meantime, if you're interested, I posted a fairly lengthy response to Sirlin's thread that goes into more detail on the subject. It's probably a bit long and a bit preachy, but oh well. It's there for anyone who wants to take a look.

Dan

Kyle Gagnon said...

I remember a few games I played when I was young that 'taught' me a bit about ethics and consiquences.

Test Drive 2 for the Saga Genisis I think. It was a driving game, I'm not a big fan, but I was young and we didn't have too much else to play. I finally 'beat' the game by driving through the entire thing... speeding of coarse. One of the things I respected about the game was the somewhat realistic representation of speed... that is to say other cars practically CRAWLED. So I used Both lanes, dodged cops, crashed a few times... but I finished the game, and when it came to the end, getting my photo shoot with the girls... the cop shows up and arrests me. Then I got a run down of just how badly I did. What a kick in the pants.

The other was an RPG (much more my game type). I think it was an Ultima game, Ultima 3? 4? who knows. I never finished it. But when you went into a house and started picking things up (and there was LOTS to pick up) the text window (where the talking and action descriptions take place) clearly stated 'you steal a rope'. That made me feel bad, and wonder 'do I really even need all this crap I'm taking?'. I stopped playing shortly thereafter for the completely unrelated reason of not knowing what the heck I was actually doing in the game. Yeah, it just plopped me in the world and let me run rampant, fun for a while but I didn't notice any quest or plot or anything.

Back on track... I do see the whole 'is this advantageous' bit being how people play games. And I am somewhat worried that might not be a healthy way for little kids to look at things. I do think there's plenty of room for games to make an impact in people's learning, especially at a very young age, but the killing, blood, and even theft doesn't bother me so much as the underlying way of looking at things as ether advantageous, disadvantageous, or nether. Breaking pots for rupies? advantage. Shooting arrows in the wall? Disadvantage (wastes arrows). Hitting chickens? nether (at least until the swarm shows up)