Thursday, November 29, 2007

Social Sanction And Game Choice?

This year, we were all about choice and consequences. I looked at that issue from several angles and decided on a couple key facts from my perspective. First, to invest in-game choices and behaviors with emotional relevance and deeper meaning can be a deliberate decision on the player's part, and moreover one it's up to them to make -- as opposed to staring at the screen, expecting the game to make that connection for you. Second, part of the fun and freedom in having choices in games is to experiment with a different way of being -- simply being, even when those choices do not change the way the game feels, plays, or unfolds. You can do completely out-of-character things -- like killing Little Sisters -- to see what will happen, to experience the thrill of evil without consequences. One of the reasons I really like God of War II is the opportunity to be so masterfully brutal in a way that doesn't actually harm me or anyone else.

But I think we can place most of the credit (blame?) on BioShock for ushering in this era of considering choice and realism so thoughtfully. I'm pretty sure the audience is hugely divided on whether BioShock was meaningful, was a moral dilemma, offered real choice or not. The reason I feel so positively about BioShock is that I played it cruel, and chose to invest in finding out what that'd feel like. It was a closed-circuit experimental fantasy to me (and boy, did I get told).

But N'Gai Croal currently has some really interesting thoughts on how we can invest the behavior we do in games with actual, long-term, lingering consequences. He correctly asserts that one of the biggest deterrents to anti-social behavior and crime is not necessarily the fear of retribution, incarceration or other punishment, but rather the fear of how we will be judged by others. In other words, being branded as a criminal, with the associated consequences of social perception, is worse than actually having gone to jail.

So, he suggests, why not take advantage of this brave new world of networked gaming we're in? Why not take all those friends lists -- which Microsoft has just made completely expose-able on Xbox Live -- and let them tell the story of just what kind of gamer, what kind of person you are?

But what if developers attempted to bring social sanction into the experience? What if your Gamertag were designated "Child Killer" for having murdered the Little Sisters--or "Good Samaritan" for having saved them? Microsoft recently announced its plans to add the Facebook and MySpace-inspired feature of allowing you to browse your friends' Friends Lists; what if everyone on your Friends List were notified each time you killed a Little Sister--or every time you rescued one--like the Status Updates on Facebook? What if the game maintained a list of everyone you killed in the game, including their names, ages, pre-Adam pictures and a description of how you killed them, for all of your friends to peruse at their leisure? If your peer group were "watching" you, if the Xbox Live community or the entire Internet could keep tabs on your videogame morality, would it change how you played games?

It's definitely an idea with legs. After all, don't we already judge each other a bit by what the gamertag says? We're proud to get achievements -- but isn't a big part of that the fact that everyone else will now see we got those achievements? I have a friend who has little else to do but play XBLA all day long, and everytime I go to check out a new arcade game for myself, his infuriating little "face" pops up in my dashboard, displaying some high score he's achieved that I could probably never even approach.

Letting us carry the stigma on our gamer profiles for what we've done and how we've played is an intriguing idea, but I do have a caveat. When I play any game, whether that's BioShock or Mass Effect or whatever -- I do try to connect to the experience personally. But I draw a hard line between that character, that closed-ended story, and myself. Even with Mass Effect, which in my eyes allows you to personalize the protagonist to an unprecedented degree, I look at Lola Shepard as a character. I've created a concept of who she is and what she will do and how she will respond in certain situations, and it isn't necessarily who I am or what I would do, or representative of my real-world values (Lola Shepard is a ruthless renegade bitch). Why should I be held responsible for Lola? Just because I decided my character in BioShock was a mindless tool high on a deceptive sense of power, does that mean I, Leigh, ought to be paraded before my friends as a Child Killer?

Part of the fun, sometimes, in doing atrocious things in games is that it's fiction. The fact that it's fiction does not make it any less impactful to me. Another part of the fun for me, in video games, is that you can experiment with the boundaries of a world, push them, and if you leave a permanent mark, you can reset, try again. I'd hate if the fear of being caught in my private, solitary mess-around actually restrained me from playing around in a game. So to answer N'Gai's question -- yes, it would change how I played games, but I don't think for the better.

Still, I definitely think there is more we can do with networked gaming. This would be a great idea for multiplayer, open-world games; where over time your actions and their consequences could be aggregated to show to other players a picture of what kind of person your character is, what kind of player you are, which would then determine how -- or whether -- they approached you. To me, MMOs in general are emotionally and socially meaningless experiences (less because of the games themselves, but that's a topic for another time). Perhaps an idea like this could finally fix that.

11 comments:

Matthew Gallant said...

I have a friend who has little else to do but play XBLA all day long, and everytime I go to check out a new arcade game for myself, his infuriating little "face" pops up in my dashboard, displaying some high score he's achieved that I could probably never even approach.

I have a friend like that on my list too, curse his unnatural ability!

I think if I linked up my Xbox live profile with my Facebook account somehow, I have a feeling that the only impression my non-gaming friends would get of me is "Matthew plays video games a whole lot." I guess I have a bit of distinction between my public identity and my private gaming self. Having real life friends on my friends list makes me strangely uncomfortable at times, like an invasion of privacy. They know I've been playing Assassin's creed all afternoon! I've often wondered if this attitude was typical for gamers.

However, I can say that I've seen quite a few people use their Miis as their profile picture on these social networking sites.

Pequeño perdedor said...

It's funny. When I play RPGs and other games where you have a choice between being good or bad, I always take the "goody-two-shoes" route. Maybe it's because I had a strict education, or strong moral values, or just because I'm a sissy who's too damn scared to explore the dark side... Anyway, I even try to avoid civilian casualties of ANY KIND in the GTA games

(Of course, since pedestrians throw themselves at my fast-moving car instead of avoiding it, I end up flipping out, going into a killing spree, then reloading and trying again, but that's another story)

Even more, I tend to frown on people who play these games as evilly as they can. All that "look-I'm-chaotic-evil-to-the-core-and-loving-it" attitude that some gamers show fills me with contempt; in my opinion, most of them sound like a bunch of whiny teenagers fulfilling some destructive emo fantasy without a clue about what real Evil (cruelty, depravity, extreme selfishness) is.

It would be interesting to see if they dared behaving the same way if the measures N'Gai Croal proposes would be put into practice. Somehow, I think I would be laughing my ass off at them, one way or another.

But of course, these measures would be counterproductive in the case of mature gamers that decide to play as the evil guy just to explore that part of the game (of their psyche, maybe?).

Robert Seddon said...

A friend of mine already has something like that: no social sanction results. Because he didn't also write the scripts? Because it's his job? Because the theatre is better established? Maybe a bit of all of those, but regardless, I don't see what the ingredient of games is that would make social sanction any more fitting.

Sean Beanland said...

I guess I have a bit of distinction between my public identity and my private gaming self. Having real life friends on my friends list makes me strangely uncomfortable at times, like an invasion of privacy.

I'm exactly the same. I recently had a few friends buy 360's and added them to my friends list. But now I'm reluctant to play with them for some reason. I don't think most people realize how much I play games and now that they can see it makes me somewhat self conscious when I see them online.

When I play RPGs and other games where you have a choice between being good or bad, I always take the "goody-two-shoes" route.

Again, I'm the same way. On the second playthrough I'll go with the evil choices, but I usually never finish because I feel bad playing that way. I guess I empathize with people easily so when I act like a jerk to NPCs I imagine how I'd feel if that were done to me.

Having a way to see how others play the game is a very interesting idea. It would definitely change how I play the game, much like Achievements already do. Perhaps limiting it so that only people who have also played the game can see would limit the stigma attached to killing every Little Sister you see. One of my friends who just bought the 360 got it for Guitar Hero 3 and Rock Band. She has no interest in shooters or other traditionally hardcore games. I think she told me her next 360 game is going to be Scene It?

It would be interesting to compare how you play a game but with someone else on your friends list, but not make it a global list that everyone can see like Achievements. Two people with the same game may be willing to let each other person see their atrocious acts than their more mainstream oriented friends. It might help initiate more dialog among gamers about techniques, tips, and of course the choices they make if a game presents them. I think most, if not all, games on the 360 display a sort of status message when you select a friend from your list when they're playing a game. Oblivion shows their current level and health. CoD4 displays a different message depending on the level you're in (-Gamertag- is blowing up a village). BioShock does the same thing. So part of that framework is already there.

Neat idea. I like it.

moromete said...

Well, I am all for public records of how we play games, as log as I can opt out of it. Otherwise I can see a lot of people bandwagonning either on good or bad achievements and not enjoying games as they like them but rather as society wants them to enjoy them...

Bozzley said...

Along the lines of branding your profile to match your in-game actions, Lord of the Rings Online gives you titles for doing certain quests (eg. Do a quest to kill 20 spiders and you'll have "SPIDER KILLER" under your name above your head for everyone to see). As you can get a collection of possible titles, the player is given the choice of which title they've earned to display (if any). These can make life a bit more interesting when walking through the bigger towns.

Jim said...

"This would be a great idea for multiplayer, open-world games; where over time your actions and their consequences could be aggregated to show to other players a picture of what kind of person your character is, what kind of player you are, which would then determine how -- or whether -- they approached you."

In some ways this is already happening. In Eve Online people often pick up long term reputation, especially if they've been associated with certain alliances and corporations. Given the capacity for Eve gamers to spy on and betray their fellow gamers trust becomes paramount. Many corporations will not accept a new member unless he's been recommended by two or more current members. They will usually be judging that pilot on their prior achievements - it's not what you know, it's *who* you know, and what you did to them.

Corey Holcomb-Hockin said...

After you play a few games with strange plots it would get pretty hilarious.

Josh said...

Not to harp on a detail instead of a point, but my problem with BioShock as moral compass is the inane lack of grey. I harvest *one* Little Sister, the first one I see in the game because hey, for all I know these things are going to explode on me or something, and saved the rest.

But BioShock's code gave me the bad ending and branded me as cruel. I can't take "morality" in games seriously until it can be described as something more than a simple if/else loop.

Philip said...

What exactly would the benefit be, in a single player game? I would hope most people wouldn't judge someone on the actions they took responding to some supposedly moral dilemma concocted by a game developer. The game should be the enforcing consequences. Fable was based on that premise. Socail sanction might be beneficial in first person shooters or other team games. It might be nice to see that the guy that just joined your team kills teammates more than he kills the enemy.

FunkyJ said...

The major problem I see with Croal's idea is that I like to play good cop/bad cop.

I'll play one game rescuing all the little sisters, and the next killing all the whores and pedestrians I can find.

So how does the stigma work for me?

Before seeing any of this though, I'd like to see proper in-game consequences for actions.

For example, instead of being able to kill hundreds of pedestrians and simply drive into a garage, I'd like to be properly hunted, have to really fear going into the open, have to fully plan my next moves.

And if I get caught have to do more than just get a fine and lose weapons - other characters shouldn't trust me any more, missions simply close, but I should have new leads from other inmates, etc etc etc.

I think there needs to be deeper in game repercussions before we get into out-of-game social stigmatising.