Games have been implementing “alignment” and “morality” systems for some time now. However, I feel that the approach up till now has been slightly flawed.
What I am referring to is the developer's love of making alignment bars, karma points, or other similar systems that quantify or measure morality in games. Now, from a gameplay perspective this can be completely justified. KOTOR used it to determine what force powers were available to you, and Fallout had karmic points that quantified exactly how good or evil you were to determine interactions with NPC’s.
That's fine, but from a role playing point of view, it’s unsatisfying. In real life we find that morality is confusing, debatable, and most importantly, ambiguous. I think games could benefit from this perspective in their design. Games should not show your karma go +1 when I help a stranger or -4 when I kill a puppy. The game shouldn't show you a slider that shows my exact progress on the spectrum of good vs. evil.
Why? The main point, I believe, is that morality should be up to the player. They are the ones shaping and molding their avatar into the person they want, and they are the ones making the choices behind them. They should be the ones to decide exactly how evil the act of killing the thief may be compared to trying to negotiate with them, or even maybe decide it isn’t evil at all. The player shouldn’t have to try to guess the morality of the choices presented to them. This can lead to the player picking a moral choice guess which choice the developer or game is leading them, which is problematic.
Here is a quick and dirty example. Say the player has an avatar in a game that has a point based morality system that will show you after your choice how good or evil the decision with a point value. The player is trying to role-play as a crusader against darkness, completely pure of heart and never even flirting with evil. Presented with a moral choice, the game creates this schism between the morality of the player and the game. The player knows which choice is the most moral in his/the avatar's eyes, but instead he puts that aside to GUESS what he thinks the game will rate as the most “good” choice. In the end he may make a choice he feels is actually not moral but that he knows the game will label as good and moral. Now the way he views his avatar and how the game views his avatar are different and conflicting with each other. The thought and consequences behind morality has been reduced to a guessing game.
To avoid this problem, I think that games should move away from tracking or quantifying morality. They should absolutely allow the player to have freedom to make moral decisions, and they can certainly have NPC’s react appropriately to whatever action the avatar takes in the virtual world appropriate to that world, but they shouldn't have the GAME itself pop up and say “No, that was actually an evil choice!” when you did what you thought was a good act. Let the player come to their own conclusion about what they have just done. Maybe immediately after killing someone the player realizes they did something wrong, but let them figure that out on their own. Don’t decide for them.








I think Heavy Rain is the most recent game that has come out that relies heavily on the decisions/actions of the player. When I played through I had a certain image of how I wanted my character to end up and I attempted to make choices accordingly. There isn't any sort of scale that defines morality and I feel that the lack of this is a strength of the game. It allows the player to decide what they deem to be right and wrong. And anyone who has played Heavy Rain would probably agree with me saying that more times then not there is a very fine line between right and wrong. Morality in Heavy Rain often depends on the perspective that the player decides to view the situation from.
That's good to hear, Matt! I haven't been able to play Heavy rain, but from what you have said and other it sounds like it handles this issue in an interesting way!
I totally get where you are coming from Ben. I had that exact problem with fable 2. Which i ranted about at great length way back when.
http://bitmob.com/articles/morality-in-fable-2
I figure one thing you have to consider as well is if the person designing the morality system is interested in allowing people a way to express their own morality or only in promoting their own moral ideas. Fable 2 definately struck me as the latter and I hated the game designer for it.
At least with your suggestion it would be harder to tell when you were being punished for not being christian enough.
I completely agree, Ben. It drives me insane when I make what I think is the correct choice, and the game tells me I'm actually being evil, or vice-versa.
This was one of my major problems with Mass Effect 1&2. Options are obviously labeled and blatantly rewarded. Lose the meters though, and every choice becomes a roll of the dice. You learn the result when you unexpectedly fail a persuasion.
Wow, I think it is awesome others out there agree! Yeah Jeff, that was definitely a problem for me with the Fables. And as Robert pointed out, Mass effect, and Bioware games in general, love to do this. Which is a shame because otherwise I really love the games they put out..