The Toronto Star again, this time with an interesting article raising quite an amount of questions regarding moral choices in games – giving Fable as an example:
We begin with a scenario:
You’re a young boy who has just wandered behind a shed in your hometown and discovered a villager consorting with a pretty young blonde who is not his wife. A few minutes ago you met his better half. She asked you if you’d seen her husband anywhere.
Her husband notices you watching his tryst. He begs you not to tell his wife, and offers you cash to keep his secret. So, what do you do? More than that, what is the right thing to do in this situation? The “good” thing to do? Do you tell the wife, destroy the marriage, and leave just as broke as you were before? Or do you take the money in exchange for your silence? Is that right?
Who knew that a video game could be this complicated, so questioning of my moral values? Who knew that I’d find myself, a man of 24, staring at a video screen, considering the best course of action and contemplating just what kind of man I want my young hero to grow up to become?
Anyone who has spent more than a couple of hours in the past few years getting intimate with a hunk of plastic and electronics will recognize the situation. Such choices and puzzles have become a feature of some of the most popular and complex video games of the past few years. [...]
(Read full article here)
While we’re not yet at games when nothing at all is linear and players can really do whatever they please, it’s true that there’s often a demand for “something more”, and when this “something more” develops, we’re faced with this direct consequence: doing whatever we want necessarily implies that our choices can also be the wrong ones (not as in making us fail to solve game puzzles or quests – “wrong” as in “morally questionable”, sort of). It’s indeed interesting to think of all the premises without black-or-white answers that can stem from such kinds of games.
There’s another hypothesis I could raise out of this. Making immoral choices out of curiosity, to see where the game will take us next, is it wrong in itself? Would it make players, in the long run, less able to make “good” choices – and would we be faced with another wave of “video games makes people violent, and now they make them immoral too”? I may be extrapolating too far, of course. Let’s say that to me, the problem isn’t that improbable.
For the remaining time, I for sure won’t be one to complain about wide possibilities in games. I like being given the choice to play good, neutral, evil and other variations by taking actions and decisions, and not only by checking a box or moving sliders.
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