This is an interesting article that I think all those interested in the combination of morality and videogames will appreciate, less for what the article actually proposes than the questions it raises.
The proposed system (having Xbox “gamer tags”, little descriptors appended to your name on Xbox Live from what I can tell from the description– I’ve never actually played an Xbox 360 game– reflect your moral choices in game, thus revealing to the community the actions you’ve chosen to take) is an interesting idea, but I very much doubt that sort of “social sanction”, as the article calls it, would achieve anything. The gamer community, particularly the portion of said community that notices things like Xbox Live, is by and large a group that projects and revels in a fairly aggressive facade, and is extremely critical of attempts to “nanny” it. Furthermore, such people are often extremely vocal about how “they can tell the difference between reality and fantasy”, partly due to ever-increasing furore about how videogames are bad for children, and largely reject the idea that their in-game actions can be held accountable to the same standards that their actions in this world are.
Of course, this is the issue this proposal is trying to challenge, but it’s not going to be achieved this way. It wouldn’t surprise me in the least if, such an idea having been implemented, many gamers laughed at tags like “Child Killer” and “Good Samaritan” and actively set out to acquire the former for shock-amusement value and even a twisted kind of respect (in the same way that many teens see telling “dead baby” jokes as a way of appearing tough and unfazed, and therefore “cool”), seeing the latter as undesirable due to its seeming “goody-goody” panderance to a bureau of concerned parental watchdogs. I think the quote “what would you say if one of your friends adopted that philosophy and was playing GTA IV in as law-abiding a manner as possible? Would you encourage them—or taunt them?” is a revealing one here; the majority of gamers, I think, would taunt them.
It’s a nice idea, but it doesn’t take into account a culture of gamers raised with Grand Theft Auto and gangsta rap, who are increasingly of the opinion that crime and violence, especially the appearance of such without actual punishment, is “cool”. It would work if the target audience were more socially conscious in the first place, the very problem the proposed initiative would be attempting to fight. In short, I don’t think this proposal would do a thing to change the way gamers think about games, and might even encourage gaming aggression as friends compete for the grossest and most grisly titles there are.
I think if we want to use fictional worlds as a tool to help people appreciate morality, the approach taken needs to be more along the lines of the suggestions in the first comment to the linked essay. (The comments to this post are all really interesting, actually.) Instead of relying on a community of gamers already used to games being morally separate from our actions in this world to make us feel guilty for what we’ve done, games themselves should be structured in ways that ask more moral questions and provide the player with a framework within which to explore them. And not even just in their plots, but in gameplay itself, which in terms of morality still lags far behind the storyline of most games that attempt to question the issue.
I was actually talking about this recently with a friend; how practically the only RPG I could think of that implemented, to any extensive degree, a battle system where if the intent was not to kill the person you did not fight was Final Fantasy 4, way back in 1991. It makes sense: the battle system of RPGs is meant to at least roughly mirror what happens in the plot (we’re walking through a treacherous forest full of wolves! Guards are attacking! The Big Bad is threatening the town and we must stop him!), so if the opponent is one that, outside of the ritualised combat of the turn-based battle system, you wouldn’t want to see killed, then you stand your ground or find another way. Yet since then, “every battle must be fought for as hard as you can, except in scripted cases where you’re not meant to win at all” has become so ingrained into our concept of RPGs that even if we do come up against an opponent we’d rather not hurt, we usually fight, because holding out usually gets you killed. And it’s usually the right choice. The few battles in subsequent games where you do have to just defend come as such a shock to our systems as gamers that we are thrown by them, almost always make the wrong choice at first, and have to replay. Even Suikoden, arguably a moral bastion in the world of RPGs or at least one of the few series that does repeatedly raise the question in a non-superficial way, has us running around slaying human guards with abandon.
The random battle system in RPGs is a staple, but as a legacy hangover from tabletop roleplaying (which itself in many cases has moved on), it’s really not necessary. Nobody plays RPGs for the thrilling battle system, and for most gamers it’s in fact just a source of frustration. And furthermore, it encourages us to strike down every creature that crosses our path and provokes that little swirly screen, be they fluffy bunnies, peaceful forest elves, endangered species or human soldiers. After every battle, we’re rewarded handsomely– with money, items, experience, and a cheerful victory tune. And there’s no other way to get these things, necessary to progress in the game.
It is impossible to play a pacifist game of Suikoden, or indeed any RPG. If you run from every battle, pretty soon you’ll find yourself up against major bosses that you have no chance of beating at your level, and your progress ends. So to restore peace to the land, you have to mow down hordes of various creatures, the repetitive, even mind-numbing structure of the random battle system encouraging you to see them not as other living beings but as frustrating obstacles. It’s a wonder there’s any land left to save (or at least any people who care about its saving) when you’re done, really.
Incidentally, I think social accountability might work in games, as one commentor said, if the social pressure is coming not from other gamers, who are unlikely to apply such pressure in the direction it’s needed, but from the characters in the game themselves. Obviously you can’t be too heavy-handed with this, since a character who constantly angsts every time he commits a crime will lose audience sympathy, but one could have the characters we identify with and those who surround them pass commentary on the actions occurring– without preaching, but still making clear that these actions have consequences for people in-game, including people we care for. Even if gamers don’t feel overly for the characters, it’s difficult to play any heavily story-focused game without investing some sympathy into the people around you; as aforementioned, people don’t play RPGs for the battles, they play them for the plot, and what use is a story if you don’t care about what’s happening in it? I think one of the most effective uses of this, personally, could be having a morally problematic action indirectly lead to the death of a character, especially if it’s made clear in hindsight the link between the two, and especially if the character is well-loved (though this doesn’t have to be the case; “random” civilian deaths should be important, too).
Also, this article, written in response, both unsettles me and I think reflects the feelings of many gamers, sadly enough. I can appreciate the mindset of someone who doesn’t feel either way about killing in games because they consider it a “game goal” and not a cruel act; but when you have someone talking about wanting to experience “the thrill of evil without consequences”, liking the opportunity to be “masterfully brutal in a way that doesn’t actually harm me or anyone else”, and “the fun [...] in doing atrocious things in games”, I feel that some priorities should be re-evaluated.
It’s clear from her statements that she has no intention of committing cruel acts in person. That’s not what I feel uncomfortable with here. It’s the fact that anyone who actively enjoys dwelling on “the thrill of evil”, consequences or no consequences, probably wants to examine why they feel that way. If it’s not that they really want to harm people, what attraction does this toothless evil hold? Why should atrocious things be fun? If you’re a good person with strong moral priorities, what enjoyment could you gain from being “masterfully brutal”? It’s not enough to say we will act as moral people while still thinking immoral things. If there is anything appealing about the idea of cruelty, even in this defanged form, such that it can appeal to people independently of whether they wish actual harm, then we as a society should be taking steps to remove that appeal. It serves no purpose other than to confuse those who wish to be moral, and encourage those who don’t. (This is a controversial statement, I know, and not everyone will agree with me, but it is how I feel. Whatever is pure, whatever is lovely, whatever is of good repute, dwell on these things, and all that.)
I am, for my part, enjoying the fact that morality in games is the hot discussion topic of the moment, though. Gamers like Leigh aren’t sure whether to credit or blame BioShock for sparking off this series of debates, but my feelings are squarely in the “credit” camp. It’s an issue that’s long gone unquestioned, and one that I do think needs to be tackled.