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Virtual Morality Gives Pause For Thought

Thanks to Globeandmail.com for their article discussing deeper storylines and more complex moral choices for a maturing videogame audience. They cite a forum post from a KOTOR player lamenting: "Being evil is addictive and I find myself in situations where my conscience kicks in and it's difficult for me to do the bad thing", and the article claims this "...represents a new generation of sophisticated electronic games, created for a maturing and rapidly expanding audience, that are transforming gaming consoles from an adolescent diversion into a mainstream entertainment medium with artistic integrity and a social conscience." Is it justified to feel guilty about being evil within a videogame?

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  1. eh? by Anonymous Coward · · Score: 5, Insightful

    Is it justified to feel guilty about being evil within a videogame?

    Is it justified to feel aroused when looking at a picture of a naked woman? Is it justified to feel hungry when thinking about a hamburger? Is it justified to feel angry about something that happened in a movie?

    Yes of course it is! The REASON that movies (and video games, etc) are popular is because they let you "drop your guard" for a little bit. they let you feel emotions or experiences that you don't usually. If you didn't feel emotions like this, you wouldn't be human.. the same part of your brain is involved either way.

    Of course it's a problem when somebody confuses "fantasy" with "reality" but I'll admit those are pretty fuzzy lines. We all live in a sort of fantasy world anyway, or more precisely, a subset of reality.

    If this fellow feels bad about being evil in a game, then he has two choices: 1) don't be evil in the game, or 2) explore your feelings and self-understanding through being evil in the game. It could be frightening, exciting, and perhaps enlightening. You don't get those changes in the real world.

  2. actions modify personality by Lust · · Score: 5, Interesting

    In Japan you can take classes on smiling. The theory is: if you force yourself to smile even when you aren't happy, the positive emotions will kick in later.

    I worry about playing negative characters for the same reason. When truly embracing the character of a game (and play it for hours!), why wouldn't we expect it to carve neural pathways. It might guide our actions only subtlely in day-to-day life, but isn't that a bit disturbing, regardless?

  3. My own experience by hob42 · · Score: 5, Interesting

    Hm. I don't quite know what point I'm trying to make here, but here goes anyway.

    I think we're only going to see more of this as games become more and more realistic and involve online communities rather than single-player games or shoot-em-ups. The latter is specifically made so that if a person loses one fight, he isn't set back much. It wouldn't be fun otherwise.

    I play an online turn-based strategy/rp game called BattleMaster, where you have quite a bit of freedom to behave however you like, within the RP restrictions of your realm and class. You can be a jerk, you can be noble, you can be snooty. I'm amazed at the people who are able to pick a path for their characters, and stick with it - "this character will always be true to his country, even at the expense of other players", or "this character will do whatever it takes to get the highest fame and fortune", etc. I, on the other hand, keep coming up against the fact that there are real people on the other side of the computer screen, and they've invested months playing these characters up to this point. We're all here to have fun, and it simply isn't fun to lose all that effort.

    As a ruler, I had thirty characters under my command and I controlled not only the future of both my realm as a whole, but through that, each of these characters as well. I ended up failing both miserably, thanks to bad timing and alliances that fell through, and I will probably never try being a ruler again. I have the political skills, but the stress of so much fate resting in my hands was too much of a burden.

    Another character of mine once defected from one nation to another. I've seen other players do it all the time. My stomach was queasy and my hands were literally shaking, though, while I wrote my manifesto to my ex-comrades and clicked the button to become a traitor. It took me some time to realize exactly what I was scared of, sitting safely in a cozy computer chair in my living room... I was scared about what everyone else would think of me - that in their eyes, I was a rebel and traitor, not a man of honor.

    I have a hard time keeping my real self out of my virtual characters. I set myself a high standard to live up to, and that rolls over into my online lives as well. Likewise, when someone thinks I've done something dishonorable online, it hits me about as hard as someone telling me to my face.

    In the end, though, the advantage of the game world is the ability to turn it off, which I will be doing for this game next month. With a couple clicks, I won't ever again hear from any of the people I've endured harassment from or any of the people who I feel I've failed as their leader, yet I can still draw from the experiences as though they were my own - because they were.

    -jupo