Biases in Simulation Video Games
Orsonwarcry writes "Kieron Gillen went to Prague to speak to Bohemia Interactive, known best for Operation Flashpoint. He goes on to discuss the effects of bias on simulation games. 'In other words, a simulation is never just a simulation. Equally, freedom is rarely actually free of designer- imposed desires. Even in games with the most self-expressed mandates of "choice" for the gamer, it doesn't mean that there isn't a message. In Deus Ex, the generally politically liberal Ion Storm Austin created a world where you could choose between violence and pacifistic approaches, but the charismatic characters urged you towards peace while the monsters suggested violence.'" Some interesting stuff in there.
It is impossible to do almost anything without betraying some part of ones world view. This is true in every day life, doubly so in things that people create.
Novels, movies, music, painting.... They all reflect some of the creators presuppositions. In a simulation it is the same. A person or group of persons has complete control over what exists, what does not exist and how it interacts. How could it not reflect their view of reality?
It's hard to believe that's how Micronians are made. Why don't we see it right now by having you both kiss one another?
I don't think we should expect games to be perfect simulations. The designers are dealing with fixed resources and obviously need to make limits in places. We shouldnt expect game simulations to be on par with academic or scientific ones. Games are for fun, not perfection.
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Surely there must be bias in the player too for this to become an issue. The article example of "mosters" urging violence, for example, assumes that every player will assume monsters are bad. Clearly these folks did not watch enough Sesame Street.
Now go turn on PBS while I fire up a MUD, no biased graphics to distract me from good and evil there!
Trying to use sarcasm in text-based forums does not work.
Games are biased towards female characters with very strong spines.
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Everybody is 'biased'. In fact a better word might be that everyone has a perspective. (A little less pejorative) The creator and the player both bring things to the game, conciously or uncounciously. This is why interaction with others is so valuable. It allows you to gain access to other perspectives.
It's hard to believe that's how Micronians are made. Why don't we see it right now by having you both kiss one another?
However, with exception of when we deliberately seek out bias, it is pretty much irrelevant. We play games because they are fun. Whether the game designer has some ulterior motive or not is only important as far as it affects the playability of the game. Good games succeed, bad games fail.
To argue that bias somehow affects the player subliminally, influencing the player towards the bias of the game designer, is to say that people are influenced significantly by what they play or see. However, I have to reject this, from my own experience. I have known many people who play violent video games such as Grand Theft Auto and its ilk who have no inclination to go out and commit those crimes shown in the game.
Bias is inherent in any human action. To make it a central pillar of a video game is foolish because it is uninteresting to anyone not interested in it. Game makers, for the most part, sublimate their biases and focus on gameplay. Whether they succeed or not is debatable, of course.
Jesus saved me from my past. He can save you as well.
I'm not that sure Deus Ex is that great of an example. I thought all sides of the spectrum in that game made compelling arguments. Even the ones considered by the article to be "monsters." They weren't monsters, though, but real people. Far more real than the pure-evil supervillians of most games. It would be interesting, though, to have them portrayed a bit more realistically, though. Usually, it is those pushing for violence that are the most charismatic, and the easiest to follow. Finding the peaceful route is always the hardest, and usually least popular. Think of all the charismatic leaders that have inspired violence: hundreds, thousands. Now how many can you think of that have inspired people towards true peace? Can probably count them on your fingers; Ghandi, MLK Jr., Jesus Christ, Laozi, Buddha, etc. Would really like to see a game where it was harder to find, not just harder to follow, the peaceful path (where as in Deus Ex you just had to not kill people, though it was much harder, gameplay-wise).
I was always deeply offended by the SimCity series' bias towards Llamas. There are few animals more evil and mean-spirited than a llama, and Maxis' emphasis on this animal is suggestive of their cold-hearted capitalist aims!
If you would call it a problem at all is that you can't really have people write a script for just about anything that is truly unbiased. Most everybody is incapable of completely detaching themselves from something to the point of having no bias when creating it.
Besides, the example of a video game having bias despite free choice is sort of a backwards one. Without some slant to it, there wouldn't be any real esacape element to playing the game. Do players want to be presented with a mulitude of choices from different characters who seem completely abivalent as to the outcome? Bias (while being unhealthy in gargantuan quantities) is what provides flavor in a lot of these simulation games. Otherwise, with no bias, you would have an online chatroom because the majority of people wouldn't know what do to with the simulation in question.
It really depends on what you're trying to simulate.
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I don't see why the PC has to stand for "politically correct". That is: it is unreasonable to demand that games are free of any bias with regard to strategy. Most comparisons for games that have been going around are the convergence of games and movies... that is: you are "in" a movie. It can hardly be argued that movies lack any bias in terms of the strategy to handle trouble.
The only situation in which bias is obviously a bad thing is when bias is labeled as fact.
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Gillen seems to be suggesting that linking pacifism with good guys and violence with monsters is somehow "liberal." The corrollary, I suppose, is that in a game shop that could be characterized as "conservative," the monsters would be suggesting peace and the good ol' boys would be advocating random and terrible acts of violence.
On the one hand, I'm not convinced that a world view with "violent monsters" is inherently "liberal," and on the other hand I'm a little dismayed that anyone (whichever meaningless dogmatic label they choose) would argue that "conservatives" would make nice cheerful, peaceful monsters.
I think we have a case here of a valid point (developers' opinions and world views inevitably appearing in their work) being stretched to a rather ridiculous degree.
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-b
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Ok, before I begin writing a comment about bias in games, I should put my own cards on the table. I'm a conservative; pro-Iraq war, anti-abortion, deeply suspicious of the UN and even though I'm British, I like George Bush.
However, that said, I actually found a lot to like about Deus Ex, contrary to what the article seems to imply. First of all, it was a great game. That's the most important thing, regardless of any political messages. However, the political messages in Deus Ex could certainly be seen has having a conservative slant. The United Nations were very much the bad-guys. One of the three possible endings, the Illuminati ending, essentially let you choose to embrace 20th-century capitalism. The guys who led you down the path were shady at times, but their heart seemed to be in the right place. Now, the sequel (Invisible War) on the other hand, seemed a bit more didactic in its approach. Then again, the writing in the sequel, much like the gameplay, seemed vastly less intelligent overall.
Looking elsewhere in games, political messages seem to be fairly broadly spread. There are plenty of games out there, such as the original Command & Conquer and Red Alert, which aren't afraid to paint the West as the good guys and terrorists/the Soviets as the baddies. Similarly, you get games like KOTOR and Jade Empire, which tend to present the pacifist, left-wing choices as "good". Of course, I enjoyed KOTOR and Jade Empire immensely, despite their politics, because they're both good games. (KOTOR 2, on the other hand, I can live without, because it was just too enmeshed in the hack-author love-fest that is the Star Wars expanded universe to have a coherent or interesting plot).
More interesting than the issue of political bias, I think, is the issue of cultural assumptions in games. Full Spectrum Warrior is a good example of this. As is pretty widely known, this game is essentially an adapted version of a tactical training simulator used by the US military. What surprised me about the game was how casualty-averse it is. If a single member of your squad dies, you fail a mission. Moreover, the missions essentially resembled a puzzle game. The bad guys could be counted on to react predictably in any given situation, with surprises coming only if they had been specifically included by the people designing the mission. Now, I guess in the context of a story-based game, with continuity of characters, this makes sense. However, it did make me wonder about the assumptions this would impart if the actual military simulator uses the same parameters. Is it only preparing soldiers for success? Would it result in panic or a loss of momentum in a situation where members of a squad were killed by something unexpected? If the AI in the game isn't programmed to make a banzai charge if cornered, is this going to lead to a blind spot in the field if a real, unpredictable, human opponent tries this? To what extent do we pick up assumptions from games (or films, books etc) that influence how we react in real life?
This isn't exactly true. He wasn't so passive that he refused to admit that he was, in fact, God. This was ultimately what led him to be crucified, the charge of blasphemy.
And I wouldn't exactly call him a passive liberal; if anything, he was a social activist that refused to resort to violence. He worked on the Sabbath (big no-no), taught his followers to turn the other cheek/cloak/walk further with a Roman soldier (actively rebelling against authority by willingly giving up goods & temporary liberty), befriended prostitutes and tax collectors (like befriending lepers today), and inspired a schism in the dominant religion.
He was "liberal" in the sense that he fought against the status quo, but I can't see anything in his actions that could be defined as "passive."
Condemnant quod non intellegunt.
Seriously though, if it weren't bad enough that people will try to pigeonhole others with these terms, so many people pigeonhole themselves too! "Well, I'm against the war in Iraq. That would make me a liberal. Does that really mean that I have to consider "Piss Christ" to be a work of art?" Great googly-moogly, people! Find where you stand. Stand there. Don't call names, whether it's at yourself or others.
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