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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.

11 of 484 comments (clear)

  1. World View by stoolpigeon · · Score: 5, Interesting

    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?
    1. Re:World View by operagost · · Score: 5, Insightful

      The irony is that, in today's PC world, a holosuite designer who DID create an accurate portrayal of racism in 1940s America would be labeled as a racist who glorified prejudice.

      --

      Gamingmuseum.com: Give your 3D accelerator a rest.
  2. Limitations of technology by mfloy · · Score: 5, Insightful

    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.

  3. Bias in the player too? by Thunderstruck · · Score: 5, Funny

    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.
    1. Re:Bias in the player too? by Rei · · Score: 5, Interesting

      You're shocked that one could interpret conservatives as being more pro-war? Would you also be surprised to learn that (in general) they're anti-abortion, anti-separation of church and state, pro-corporate, anti-stem cell research, against environmental regulations, anti-UN, anti-taxes, anti-euthanasia, etc?

      Few conservatives share *all* traits of the "general conservative"; however, if you don't share a good portion of them, are you actually conservative?

      --
      "It felt almost as good as stealing cars from grandma." -- Margaret Thatcher, probably.
    2. Re:Bias in the player too? by radish · · Score: 5, Insightful

      It is particularly harsh to force someone who believes that abortion is murder to pay for another's abortion
      I believe that the invasion of Iraq was tantamount to mass murder, however I don't have any right to prevent my tax money paying for it. Will the LP help me? I believe that the death penalty IS murder, again my tax money pays for the process - where do they stand on that? I'll admit to not knowing a lot about the LP, but I hope they can at least be consistent.

      For the record, I'm for the criminalization of wife-beating too.
      I think you'll find assualt is already illegal.

      --

      ---- Den ene knappen er powerknapp, den andre er Bender voice knapp "Bite My Shiny Metal Ass"

    3. Re:Bias in the player too? by SyncNine · · Score: 5, Insightful

      Just because this needs to be said, and it's not specifically direct at you, per se, but all MALE Pro-Lifers out there.

      How can ANY Male *EVER* even begin to think for EVEN JUST A SECOND that he has any idea how hard the decision for a woman to have an abortion is?

      How can ANY MALE, who cannot/will not ever conceive a child and hold it in their womb EVER decide what a WOMAN can and cannot do with HER egg?

      I'm against Pro-life. Call me Pro-Death or Pro-Choice, I don't care.

      It's not up for me to decide whether a woman can or cannot kill her fetus. It is up to the woman. Until that baby has a brain and some semblance of 'person' in it (which iirc is the Third Trimester), it's not a person to me. But again, it's also NOT MY DECISION.

      It aggravates me that men will step up and decide for women everywhere without even thinking for a second that there is no possible way for them to ever understand what they are deciding.

      And before someone starts flaming and telling me 'KILLING IS KILLING YOU MURDERER'... Keep in mind that is YOUR OPINION. Just as this is MY OPINION. Unborn fetuses are NOT PEOPLE (in my mind) until the third trimester. Hence, Pro-Choice.

      The joy of my viewpoint is that it allows the WOMAN the choice to do what she feels is right. As she, ultimately, is the one who will be dealing with the ramifications of her choice, I believe it is she, ultimately, who should DECIDE.

      --
      To the darkened skies once more, and ever onward.
  4. There is bias in almost everything by ReformedExCon · · Score: 5, Insightful

    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.
    1. Re:There is bias in almost everything by sparty · · Score: 5, Insightful
      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.

      Actually, it does matter. Claiming that games perpetuate subtle biases is extremely different from claiming that games cause people to dramatically change their outlooks with regard to morality and violence, and the argument that most people who played the original GTA didn't go around trying to set monks on fire is irrelevant to the question of more subtle biases.

      Continuing with the GTA line of though, let's suppose that a game very similar to GTA exists but has real cars (IIRC, the original GTA used fake names to avoid trade name issues, and I assume that's still the case). Let's further consider that it has both Volkswagen Jettas and Ford Focuses as in-game options. In the game, the Jetta provides more gokart-like handling (i.e. more nimbler and quicker) while the Focus is more "solid" and better at handling damage (e.g. pedestrians have less of a tendency to knock you off course). As someone who plays GTA frequently, you are quite likely to internalize the preconceptions that the Jetta is more nimble while the Focus rides more solidly and handles damage better, because that's the way the game is programmed. On the other hand, the real-world incarnations of the Focus and the Jetta (for the 2005 model year) are the reverse--the Focus is a lighter car and arguably better-handling, while the Jetta is heavier and has a better crash rating.

      Now, consider the same issue with regard to sexual orientation as treated in the Sims 2, according to the article--the game treats gender identification and sexual orientation as freely made choices, and it allows them to be made without the full barrage of results that occur in the real world. Play that game enough, and it would be quite natural to internalize the idea that those elements of identity are conscious choices (which is contrary to most opinions in the real world--even those who reject genetics as an influence on sexual orientation tend to support extended "treatment" programs to encourage those whose sexual orientation upsets their agendas, implying an agreement that it is not a conscious choice).

      In summary, I think it is not the central themes of a game that present a danger but the details; just as non-politically-correct jokes can create a hostile environment, those details can add up to an internalization of biases that may not even be conscious in the developers' minds. And those unconscious biases can be among the most difficult biases to confront in a society--a courageous DA can, with the support of good cops and a crime lab, track down a jackass burning crosses all over town. But it's going to be a lot harder to erase the perception amongst the citizens that a certain ethnic group is shiftless or prone to stealing.

  5. interesting by MuNansen · · Score: 5, Interesting

    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).

  6. Llamas by bornyesterday · · Score: 5, Funny

    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!