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On the Moral Consequences of Gaming

N'Gai Croal and the LevelUp blog are collaborating with the popular UK games magazine Edge, and late last month we discussed the emotional impact of games. Or, more realistically, the lack thereof. This week N'Gai has been exploring what could be done to reinforce that emotional impact, and perhaps take those choices to a moral level. "What if developers attempted to bring social sanction into the experience? What if your Gamertag were designated 'Child Killer' for having murdered [Bioshock's] Little Sisters--or 'Good Samaritan' for having saved them? Microsoft recently announced its plans to add the Facebook and MySpace-inspired feature of allowing you to browse your friends' Friends Lists; what if everyone on your Friends List were notified each time you killed a Little Sister--or every time you rescued one--like the Status Updates on Facebook?"

170 comments

  1. what if indeed? by moderatorrater · · Score: 1

    what if everyone on your Friends List were notified each time you killed a Little Sister--or every time you rescued one--like the Status Updates on Facebook? I'd be annoyed as hell? As if it weren't already bad enough...

    But seriously, we're not affected by games because we're focusing on our performance, not what's happening. Those who focus on games are affected by them; where's the problem?
    1. Re:what if indeed? by Malevolyn · · Score: 1

      Someone tell LevelUp and Edge about Fable. Maybe then we won't have any more of these stupid studies.

      --
      Your ad here.
    2. Re:what if indeed? by cromar · · Score: 2, Informative

      I've seen this exact concept before in the old BBS door game Legend of the Red Dragon. It had a news feed like so:

      Malkor has slain GoatseKnight in his sleep!
      Malkor has slain Gorfried in his sleep!

      etc. It is very similar to the web-based reincarnation Legend of the Green Dragon .

    3. Re:what if indeed? by king-manic · · Score: 2, Insightful

      Someone tell LevelUp and Edge about Fable. Maybe then we won't have any more of these stupid studies. So they see a hamfisted, poorly implemented, inconsequential morality system?

      Most of them break down to:

      Option 1 - Inconvenient (refuse reward)
      Option 2 - Neutral (take reward)
      Option 3 - Jerk (take reward, and kill quest NPC)

      It can be fun, but KOTOR, KOTOR2, Fable, etc.. all look like that. It's difficult to implement any deeper system.
      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    4. Re:what if indeed? by Anonymous Coward · · Score: 0

      I already get to see the kill totals and points awarded for kills in the games I play. For some games it is a running total, other games that have an end give a summary upon completion. If one of these game companies wants to allow display of this information, go for it. I'm sure someone will get a good laugh at the number of times I've been "ganked" in World of Warcraft.

      Jim

    5. Re:what if indeed? by Anonymous Coward · · Score: 0

      Considering BioShock was an extremely easy game, I don't see how you could be focusing on your performance...

    6. Re:what if indeed? by rucs_hack · · Score: 1

      The news feed you speak of existed entirely within the domain of the game world though. It described your activities in an acceptable way, because you wanted people to know those things, it was, as it were, part of the experience, and a cool one at that.

      I don't have a problem with any site or game that advertises my activities on that site or in that game to others. I'd prefer a 'keep this secret' option. Don't want my neighbor to know I'm stockpiling weapons to launch an attack now, do I.

    7. Re:what if indeed? by Ironsides · · Score: 0, Redundant

      Don't forget Black & White.

      --
      Fly me to the moon Let me sing among those stars Let me see what spring is like On jupiter and mars
    8. Re:what if indeed? by SatanicPuppy · · Score: 1

      I wouldn't mind something that showed up in my profile, kinda like a reverse "achievements" system..."Oh I see satanicpuppy got the 'Little Sista Slaughta' achievement for killing 50 little sisters."

      No big deal.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    9. Re:what if indeed? by StarvingSE · · Score: 1

      StarvingSE has successfully flirted with Violet...

      Gotta love nerdy teenage hormones. We didn't even need 3d graphics with physics-enabled "jiggly" sections back then.

      --
      I got nothin'
    10. Re:what if indeed? by Mercano · · Score: 1

      What Black and White taught me about morality: when a father offers up his son as sacrifice, spare the son but kill the father. The father gets converted to mana instantly, and the son becomes an ardent worshiper, generating mana for later. Win-win. (Besides, the father was a bit of a jerk. If your not serious enough to offer yourself, don't bother me with your first born.)

      --
      #include <signature.h>
    11. Re:what if indeed? by mstahl · · Score: 1

      Malkor has slain GoatseKnight in his sleep!

      I just had the worst mental picture: the goatse guy riding horseback into battle. The Goatse Knight rides again!!!

    12. Re:what if indeed? by Chris+Burke · · Score: 1

      I dunno, I thought the morality system in Ultima 4 was deep especially for the time. There were a variety of virtues that you could build up and you had to choose -which- virtue to express at any given time, not simply become more "good" or more "evil" in general. Though it was pretty ironic to be building up your "humility" for the express purpose of becoming the Avatar of Virtue who would save the world and be famous across all of Britannia...

      Though honestly I preferred the virtue system in Ultima 6 and 7, which was:
      1) Steal anything that isn't nailed down.
      2) Occasionally have a party member become incensed at your larcenous ways and leave, until you nicely ask them to come back after promising to never do it again.
      3) Goto 1.

      That's pretty much my virtue system in real life, except in real life I have a claw hammer for those pesky nails.

      --

      The enemies of Democracy are
    13. Re:what if indeed? by 7Prime · · Score: 3, Insightful

      I disagree. Just like with books, movies, and other narratives, I have an emotional connection to the world I'm in. Therefor, I have an incredibly hard time making decisions, in games, that I wouldn't do in real life. When I played Bioshock, I couldn't bring myself to kill the little sisters, because it just felt wrong to me. In Mass Effect, I tend toward the Paragon or the middle of the road answers. Even if I wanted to play an asshole, I'd feel incredibly bad about doing that, because it would feel unrealistic to who I am. I guess, I don't like assholes, and I don't like heros to be assholes, and what we play, in games, are heros... all NPCs tend to admire them, or fear them (if the NPCs are evil), I don't want anyone admiring a complete prick, partially because I hate to see that happen in real life.

      So yes, I completely disagree that we're focusing on our performance. It's like saying that people don't pay attention to the plot of a story because they're more concerned in how many pages they're reading, per minute.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    14. Re:what if indeed? by Brian+Gordon · · Score: 1

      What about playing CT in Counter-Strike?

      Option 1 - Wait for the stupid hosties to unsnag themselves from every single corner, but get rewarded with a full wallet when you rescue them all.
      Option 2 - Just kill the stupid hostages that get snagged to free up the others, and lose tons of money, but win the round anyway and oh so satisfying.

      Now that's deep. Long term consequences: Do option 2 a few times and get autokicked!

    15. Re:what if indeed? by aichpvee · · Score: 1

      Is it a regular horse or a goatse horse? If the latter, does he ride it backwards for maximum effect or forward to cover his retreat?

      --
      The Farewell Tour II
    16. Re:what if indeed? by mstahl · · Score: 1

      You know... the more I speculate about that, the more creeped out I feel by this.... Let's just kinda leave that up to everyone's imagination shall we?

    17. Re:what if indeed? by Lynxara · · Score: 1

      I don't think implementing a deeper system is possible unless decisions in games are going to have significant consequences. The only way to implement that sort of thing is to write with branching plotlines, such that player decisions can result in totally different endings and plot outcomes. It will take that level of sophistication for in-game decisions to feel like more than just another vector for powergaming (which is, really, all the Little Sister choice amounts to).

    18. Re:what if indeed? by KDR_11k · · Score: 1

      Supposedly The Witcher (PC, RPG) has choices that aren't as blatant.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    19. Re:what if indeed? by sortius_nod · · Score: 1

      I've long since said that Black & White is a lot more morally questionable than games like GTA for instance.

      My reasons are this:

      1. You are able to play "good" or "evil" roles, there's the whole task and reward for both "good" and "evil". In GTA if you do "evil" things the cops are on your arse, therefor negative reinforcement.

      2. You are encouraged to hurt/hinder people as much as you are encouraged to save/help people. In GTA, you are encouraged to finish the mission and deterred from doing out and out "evil".

      3. Your beast ends up being as powerful no matter if you are "good" or "evil", the only way to finish GTA is to do things by the book - kill baddies, help goodies - without doing so you don't get the good guns, armour, or even progress.

      I know this isn't an exhaustive list of why Black & White is more morally questionable than violent games, but it is merely a demonstration that if you want to attack games for emotional & moral implications it's not always the most violent.

      I suppose you could say that games like Nintendogs are emotionally questionable due to the fact you can always reset it, unlike if you have a real dog. To me, a gamer who understands the games they play will, like any enjoyer of fine art, music, novels, etc, ensure that their experience is based on the artistic merits (visual, audio, plot, etc) rather than seeing the game as a factual example of what life is/should be.

  2. Sounds like an extension of 'Achievements' by Nos. · · Score: 3, Insightful

    Valve's orange box gave us 'Achievements', which are viewable online. I know they're included with Portal, TF2, Ep2, and probably others. Given the framework in place, I'm sure valve could extend it to include more 'moral' type results. The only thing is, I'm gussing a significant number of players would seek to get these, as at least in certain gaming communities, they'll be considered badges of honour more so than a judgement of the moral of the player.

    1. Re:Sounds like an extension of 'Achievements' by hansamurai · · Score: 2, Interesting

      Speaking of Valve, they just released a ton of player stats on Episode 2, pointing out how long people played, where they died, etc. This was all in very broad terms, but imagine if they did something similar to moral decisions. Say in Episode 3 you have the choice to save Alyx but something else really bad happens to a lot more people, or you save the world but Alyx has to die. Now Valve would keep track of whether or not you saved Alyx the first time through, and then release the stats to everyone. I think this would be very interesting to look at.

    2. Re:Sounds like an extension of 'Achievements' by pthor1231 · · Score: 2, Informative

      Valve didn't give you that. They built it in on the non 360 version of the game because all 360 games have gamerscore, which was probably an idea taken from somewhere else, and I'm sure PC/PS3 players would be kind of annoyed if the 360 version had this and theirs didn't. And yes, there are tons of website dedicated to getting more gamerscore, see http://x360a.org/

    3. Re:Sounds like an extension of 'Achievements' by dabraun · · Score: 1

      Valve's orange box gave us 'Achievements', which are viewable online.


      Every 360 game has achievements. Some of them keep the achievements in their PC versions, some don't. A few actually use the PC version of live and attach the achievements to your gamertag like the xbox versions do. (not sure whether orange box does this or not)

      1000pts for a retail game

      200pts for an arcade game (also applied to the half-way house burger king games)

      250pts extra for a major downloadable upgrade (oblivion, gears, crackdown all have 1250 total points now, for example)
    4. Re:Sounds like an extension of 'Achievements' by Anonymous Coward · · Score: 0

      Building on that, perhaps the storyline for the future episodes could be built on what the majority of players did when they were given decisions. A sort of "choose your own storyline" type system.

    5. Re:Sounds like an extension of 'Achievements' by SatanicPuppy · · Score: 1

      I agree. Beyond agreeing, I think it would be cool, and useful as well. Might help you match up with people online outside of your immediate social circle by the fact that they tend to have similar achievements.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    6. Re:Sounds like an extension of 'Achievements' by hansamurai · · Score: 1

      I think Bioware is trying to do this with Mass Effect, as it's a planned trilogy and choices in the first game will affect things in the second and third game. Don't know how that will actually turn out but I don't really have high hopes, it just seems way too complex. But I suppose if a character dies out in the first game they shouldn't be around later on, but someone else may keep them around all the way through. Should be interesting when it's all said and done.

    7. Re:Sounds like an extension of 'Achievements' by enderjsv · · Score: 1

      Wow, that's actually a really good idea. In all the recent games I've played, Alyx is by far the most interesting NPC. I can honestly say that if Valve threw a decision like that into episode 3, it'd be an epic decision to make.
      I think part of the reason so games are lacking in the emotional scale is that most of the so-called decisions that we make have little impact on the main points of the story line and instead focus on peripheral characters. In Bioshock, for example, "harvesting" might have been a little more difficult if the little girls actually had some kind of unique individual character instead of being cloned copies of each other you barely interacted with. But developers are scared to offer these kinds of decisions with marquee characters for a variety of reasons, not the least of which is the problems it creates with the sequel potential.

    8. Re:Sounds like an extension of 'Achievements' by Gulthek · · Score: 1

      Exactly. Commenting to undo incorrect comment mod, Thanks new /. moderation system!

    9. Re:Sounds like an extension of 'Achievements' by C0rinthian · · Score: 1

      But you can't really draw a real conclusion from this information. Some of us intentionally play against our normal instincts. I'm running my first playthrough of Mass Effect, and I'm pushing renegade specifically because it is different from how I would handle these situations. (And I still ended up with some paragon points, dangit) Role-playing is pretty boring when you RP yourself.

    10. Re:Sounds like an extension of 'Achievements' by Nos. · · Score: 1

      Actually, Valve did give us that. Maybe they weren't the first, but that's besides the point. Valve did give us 'Achievements' with the Orange Box. The other, more important point I made (and many others have) is that these can't be used as a moral judgement of the player, since players will compete to get these titles.

    11. Re:Sounds like an extension of 'Achievements' by Pengunea · · Score: 1

      Man I'd love to see what Valve would come up for "moral" Achievements for Team Fortress 2. Benevolent actions in a purely competitive FPS can get mighty esoteric.

      One I could think of offhand is "Avenger" which would be gained through getting revenge kills against an opposing team member who just dominated one of your team members.
      I know I'd like to see something like "Career Medic". It would show the player is a dedicated Medic who can put out a high average of healing per round. Likely the sign of a benevolent team-mate and handy to know.

      The flipside is it wouldn't show all the horribly antisocial Bonesawing I do. All the Spy Checks and intentional team damage to trigger Ubercharge at mission start could be construed in a negative light, despite the advantages. And what of the Bonesawing just for the heck of it?
      If they manage to measure my TF2 morality, I'll raise a glass to them.

      --
      Starkle, starkle, little twink.
    12. Re:Sounds like an extension of 'Achievements' by pthor1231 · · Score: 1

      Why can't you use something that people compete for as a moral judgment? By that logic, you can't make moral judgments on people who are competing for the title of "millionaire" Just because an "achievement" is there doesn't mean you have to achieve it.

    13. Re:Sounds like an extension of 'Achievements' by Blakey+Rat · · Score: 1

      Valve's orange box gave us 'Achievements', which are viewable online.

      "Us" being the set of people who have never, ever touched or even read about an Xbox 360? Achievements have been around awhile, buddy.

    14. Re:Sounds like an extension of 'Achievements' by Anonymous Coward · · Score: 0

      I'm sure valve could extend it to include more 'moral' type results. Valve's games? Moral choices? Oh! you mean like shooting in the face of these immortal NPCs or disobeying the G-Man and being killed!
    15. Re:Sounds like an extension of 'Achievements' by KDR_11k · · Score: 1

      Careful with points for purely friendly interaction, World in Conflict gave points for repairing friendlies, the result was players running huge swarms of repair tanks everywhere that mostly repaired each other. Might sound nice except those players also had the duty of anti-air and artillery support which they neglected to score higher.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    16. Re:Sounds like an extension of 'Achievements' by HAKdragon · · Score: 1

      I've got a lot of the same concerns for ME2 and 3. What happens if somebody pics up Mass Effect 2, but doesn't have a save from the original? Also, potential end game spoiler it seems that depending on how you finish the game will depend on how much influence humanity has in the galactic council. If the effects from your end game decision will actually carry over two ME2.

      --
      "Our opponent is an alien starship packed with atomic bombs. We have a protractor."
  3. No, silly by Debello · · Score: 5, Insightful

    It's a video game. Your actions don't have ANY important reaction because IT'S NOT REAL. That makes those tags WORTHLESS. Maybe if you were an actual child killer it would matter, but since no one is hurt or helped in the process of slaying a little ghost girl, the title loses all possible moral meaning.

    1. Re:No, silly by cromar · · Score: 1

      It would be pretty cool if they DID have meanings. Combine that with an alignment stat... oh wait. That's Fable with tags.

    2. Re:No, silly by HTH+NE1 · · Score: 1

      But what if one of the tags was Team Killer?

      --
      Oh, say does that Star-Spangled Banner entwine / The myrtle of Venus with Bacchus's vine?
    3. Re:No, silly by Anonymous Coward · · Score: 0

      Some what ifs.

      What if we the software ever got to the point of true AI? Would it still have moral implications? We know the computer is just a deterministic state machine.

      What if these AI were in an identical human package and started demanding citizen's rights? Are they 'faulty' machines at this point? They're meant to do the house work and widget sorting, after all, if you just feed them their fuel. Do we mow down those robots in the uprising, or make concessions?

      In my gut I feel that humans deserve these rights (not to be enslaved/killed for gaming purposes) and AI software don't, but I don't believe in a soul or any such thing. How does one reconcile these differences?

    4. Re:No, silly by paleo2002 · · Score: 1

      Why is it that video games are the only media being scrutinized at this level on morality issues? Are people who've seen Silence of the Lambs stamped "Cannibal" after leaving the theatre (or returning the DVD)? I've read Oedipus Rex. Does that mean I'm a motherf****r?

    5. Re:No, silly by PrescriptionWarning · · Score: 1

      whats wrong with being a bad mother -

      SHUT YO MOUTH

      - but I was talking about Terminator, he's the man!

    6. Re:No, silly by justkarl · · Score: 2, Insightful

      It's a video game. Your actions don't have ANY important reaction because IT'S NOT REAL. That makes those tags WORTHLESS.
       
      Ding ding ding! We have a winner!

    7. Re:No, silly by Some_Llama · · Score: 5, Funny

      "But what if one of the tags was Team Killer?"

      Can we have one for confirmed cheaters? and then a address listing and google map link?

    8. Re:No, silly by HTH+NE1 · · Score: 1

      Can we have one for confirmed cheaters? and then a address listing and google map link? And an icon consisting of a torch and pitchfork? Maybe a noose as well?

      And then can we charge Microsoft for incitement to commit murder?
      --
      Oh, say does that Star-Spangled Banner entwine / The myrtle of Venus with Bacchus's vine?
    9. Re:No, silly by Culture20 · · Score: 1

      It doesn't have any meaning until the FBI investigates some freakjob psycho and finds out that "not only did he kill people and torture small animals... he's listed as a child killer in XBOX live! Quick, do a search on child killers in XBOX live!" Then let the Media storm take control.

      I'm only partly being tinfoilish though. I think that this would eventually happen, _and_ I think the quick search would be well reasoned, especially if it turns out to find someone who's score is morally reprehensible, and they play childkilling rapists in a GTA-MMORPG every night. Sure, you can't base anything legal-wise on info like that, but you can put another beat cop in the guy's neighborhood.

    10. Re:No, silly by bluej100 · · Score: 1

      Exactly. When I saw the headline, I assume it was a discussion of how we justify to ourselves spending $300 on a console or $50 on a game rather than using it to help those who desperately need the money, not this nonsense. Actions in games have consequences in games.

    11. Re:No, silly by flerchin · · Score: 1

      A true sentient AI would have to be granted rights eventually. Not because it demanded it, but because we would, just as we have demanded rights for animals. Furthermore, as long as we are the arbiters of said rights, we would always put human rights above any others (animal, AI, or otherwise). Our society has already determined that sentience deserves rights, the extent of which can be debated, so it merely remains to prove or disprove sentience in a machine.

      --
      --why?
    12. Re:No, silly by enderjsv · · Score: 1

      Because video games are an interactive media. A movie is something you watch but don't participate in. Hannibal Lector is the one doing the killing, not you. A video game has the potential to put the moral implications in your hands. I think tracking such things in a gamerscore is kind of a stupid idea, but I do tend to agree that the potential for emotional impact in games is not being reached, do to both risk and difficulty.

    13. Re:No, silly by Cat+Panic · · Score: 1
      But a cat has rights, yes?
      What happens when a cat turns feral and bites it's owner? The cat is destroyed for the good of the owner and everything else.


      So we humans do put human rights above all others. So far so good.

      However, lets suppose that an advanced AI has been developed. It doesn't even have to inhabit a human identical form as the grandparent suggests. A truly intelligent entity could conceivably exist entirely in software.

      We humans are ill equipped to decide if 'AIs' are friendly or hostile, trustworthy or unreliable? The word that keeps coming to mind is government.

      Eventually, you, flerchin are right, a sentient AI must be given rights which cannot and must not be bypassed, ignored or abused.

      Bottom line is, You think things are difficult now? Wait a few years, things might get a lot more interesting!!!

    14. Re:No, silly by Cat+Panic · · Score: 1
      I suppose that if we don't create games with truly intelligent beings, these moral questions cease to exist.

      There may be a time when truly artificial AI exists on a par with humans in society but must we put them in our shoot 'em ups?

      Games as we know them now should be sufficiently served by very advanced 'dumb AI' i.e. state machines.

      If, however, you would like to pit yourself against the very best in artificial AI, that would be a very different game, maybe somewhat comparable to multiplayer games of today.

    15. Re:No, silly by 7Prime · · Score: 1

      But it DOES mean something, in the context of the game. If you're the kind of person that likes to always kill the little girl, or be the hero to rule with an iron fist, what does that say about you're gameplay style? It could say one of a number of different things:

      1) That you really are a horrible person who's just doing what comes naturally
      2) That you are subconciously intrigued with blood-thirsty power
      3) That you're playing the game through a second time, and want to see what happens if you're a horrible person.

      *PS: Note that I purposefully didn't say, "because you're just blowing off steam and enjoy roleplaying a horrible person," that falls under #2. There's nothing trivial about what choices a person decides to make while blowing off steam.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    16. Re:No, silly by Anonymous Coward · · Score: 0

      I'm getting offtopic here, but oh well...

      I find the problem interesting, but I'll probably not live long enough to see AI actually come about. IMO.

      I agree with your sentiment: must we put artifical AI in our shoot 'em ups?

      AI of the future, if it ever happens, might be designed without the capacity to be feel shamed, degraded, physically harmed, etc. so "we" can give them the rights of, say, a cabbage, and feel that our moral commitment is sufficient.

      I'd like this so nobody gets in trouble for making the robot work 24 hours a day at the refinery where accidents sometimes happen and robots die. They could take on the worst and most life-threatening jobs imaginable without consequence (besides cost of bot manufacture.)

      And here I am assuming that robots, if they demanded rights, would even demand the freedom of "security of robot" or freedom from slavery.

    17. Re:No, silly by Corbets · · Score: 1

      Maybe if you were an actual child killer it would matter

      Uh....maybe?

    18. Re:No, silly by bigbigbison · · Score: 1

      Do any of the tags mean anything? After all none of them are real.

      --
      http://www.popularculturegaming.com -- my blog about the culture of videogame players
    19. Re:No, silly by Tim+C · · Score: 1

      What if we the software ever got to the point of true AI? Would it still have moral implications?
      If it's truly sentient, then irrevocably erasing it would certainly have moral implications; you'd have killed it in any meaningful sense of the word. Just shooting the character in a game would hardly be the same though - never playing the game again, on the other hand...

      In my gut I feel that humans deserve these rights (not to be enslaved/killed for gaming purposes) and AI software don't
      Why do you believe that humans deserve these rights? If it's because we're intelligent, thinking, feeling creatures, then if your definition of "true AI" encompasses those qualities (and you deny the existence of a soul to make humans special) then logically you must support those rights for such AIs as well. If not, then what do you mean by "true AI"?
    20. Re:No, silly by Lynxara · · Score: 1

      It's because nothing happens in a video game with a traditional narrative until the player picks up the controller and chooses to do something within the confines of the game. This makes it a participatory medium totally unlike traditional cinema or prose.

    21. Re:No, silly by paleo2002 · · Score: 1

      I'm not sure I agree. When I'm reading a book that I really like, I'm completely engrossed. The events described in print are essentially going on in my head. Its certainly more participatory than TV and movies where the story and imagery are being provided. Yes, games are interactive, but they're simply engaging different parts of your mind than books. Art and media are always participatory in some way. Are people who go to a nude photography exhibit later tracked by police as potential sex offenders? Not yet . . .

    22. Re:No, silly by Lynxara · · Score: 1

      You assume I'm being metaphorical, and I'm not. The issue with a book's narrative is that you can flip to any page and at any time and see the same events depicted. With a movie, go to any frame of a particular timestamp and the same thing is happening. It is just a logical constraint of the format of games with a narrative that until the player picks up the controller and imbues life into the protagonist, nothing will ever happen. If you turn on Bioshock and choose to put down the controller at any point, the story essentially stops happening and will stop for hours or days until you pick up the controller again.

    23. Re:No, silly by paleo2002 · · Score: 1

      I see, I see. A book or movie exists as a story independently from the reader or viewer. The story in a game requires input from the player for the story to exist. Even if cut scenes and dialogue exist in the code of the game, the transitions between these scenes are created by the player.

      I love sniper games. I forget the name, but there's an arcade machine with a mounted light gun sniper rifle complete with a scope. In Deus Ex I always tried to complete as many missions by sniping guards, etc. You could shoot without being shot back at or even chased. Actions with no consequences. Its a thrill.

      And, its the complete opposite of my persona. I'm very concerned with the consequences of my actions. I play games, in part, to explore choices and moralities contrary to my own. I'm sure that's the case for most people. When individuals allow the circumstances and ideas portrayed in media (TV, games, books, etc.) to define their own morality and choices, then there's a problem.

    24. Re:No, silly by AnotherUsername · · Score: 1

      But what about those who obsessively watch horror movies all the time? The idea would seem to be that they are attracted to human pain, suffering, and death. Many of these movies are quite gruesome and realistic in their showing of how the victims met their demise. Yet, shooting an obviously unreal person in a videogame is considered the immoral. Aren't they two sides of the same coin? One has a person deliberately shooting a fake person. The other has a person watching over and over a man being eaten alive. Is there a difference? Isn't there a moral implication over whether to watch the movie again? It would seem that seeing the man being eaten alive is enjoyable to the person...

      --
      I don't like Linux. This doesn't make me a troll.
    25. Re:No, silly by enderjsv · · Score: 1

      I think you're missing the point of this conversation. I'm not saying anything about the actual moral implications of playing videogames. This is not a conversation as to whether or not playing videogames is good or bad for someone. This is a conversation about the potential to mimick real life moral choices inside of a videogame and present them in a way that would be convincing to the participant. The article says, in a nutshell, that videogames don't reach their full potential in this endeavor as one potential way to create an emotional impact through games. I tend to agree with him.

  4. I would not play by topham · · Score: 4, Insightful

    If I thought I was being judged on moral grounds when I played a game I wouldn't play. There would be no point.

    I believe I am ethical and moral in my real life, why the fuck would I want to be that way when playing a game? Isn't the point of a game to do things you would not ordinarily do.

    And yeah, I killed some of the Little Sisters; after fighting a Big Daddy and getting my ass handed to me on a silver platter over and over again I figured they deserved it.

    1. Re:I would not play by DeadManCoding · · Score: 0, Flamebait

      Fully agreed with that one. I do my best to be a good human being, but in the virtual world, I want to be the meanest person possible. After all those years of tech support, I figure that doing some player killing is my attempt to balance the world.

      --
      "The only constant in the universe is change." - Unknown author
    2. Re:I would not play by Das+Modell · · Score: 0

      So you believe that actions become morally inert as long as they happen online? How far do you take this philosophy? Would it be okay to infect someone with a virus, hack their website or post their personal details online?

      Personally, I think player killing makes you a complete assclown, and probably indicates that you have a personality disorder or some other mental issue.

    3. Re:I would not play by HolyCrapSCOsux · · Score: 1

      Would it be okay to infect someone with a virus, hack their website or post their personal details online?

      That would depend on the person.

      --
      0xB315AA8D852DCD3F3DCA578FD2E0BF88
    4. Re:I would not play by plague3106 · · Score: 4, Informative

      Huh? Not because its online, because its a game. Your examples are causing real damage to real people / systems. Killing someone in a game is annoying, at best. Get a clue.

    5. Re:I would not play by Das+Modell · · Score: 1

      My examples merely illustrate the fact that just because something occurs online doesn't mean that it doesn't have a real effect on real people. Games are played by real people, and by griefing them you cause them real annoyance, frustration and anger, and waste their time (which they may or may not pay money for). Gankers caused me to leave a PvP realm in WoW simply by making the game completely unplayable, which meant that I had wasted a considerable amount of time leveling up a character that I was ultimately forced to discard. PvP is fine when it's an even match or when the underdog has at least the possibility of escaping, but ganking is really no different from aimbotting or wallhacking in a FPS game. It's actually even worse, since even aimbotters and wallhackers can be killed, or voted out by the players.

    6. Re:I would not play by tcc3 · · Score: 1

      Where did he say he was a greifer? Bio-shock is a single player game. Hes doing an activity that is defined within the game. I would agree with you that griefers are annoying assholes. But its not because they win or because they beat you - its because they are cheating.

      Nothing in his post indicated greifing.

    7. Re:I would not play by Das+Modell · · Score: 1

      He said that he does player killing, in an attempt to "balance the world."

    8. Re:I would not play by Das+Modell · · Score: 1

      Hmm?

    9. Re:I would not play by vertinox · · Score: 1

      PvP is fine when it's an even match or when the underdog has at least the possibility of escaping, but ganking is really no different from aimbotting or wallhacking in a FPS game. It's actually even worse, since even aimbotters and wallhackers can be killed, or voted out by the players.

      Huh? What you are describing was WAD (Was As Designed) vs Exploit.

      As long as a player uses in game mechanics that have been approved by the developers then they are in the clear. Of course this might entail that the game play mechanics leave something to be desired and could be possibly addressed by the developer in correcting/balancing a game play issue.

      Whereas an exploiter uses 3rd party software outside the framework of the game and the intended rule set and is of course clearly in the wrong.

      Just because you are ganged up on and and "ganked" doesn't mean the players that did so are bad people. They are playing by the rules as the developers have allowed.

      It would be like playing a game of chess where the 3rd party referee says "You are allowed to smack your opponents hand to prevent him from picking up pieces" and then getting mad at the other player for doing it. Heck, I'd probaly wouldn't play that game, but the fault lies with the referee for allowing such a rule and not the player who simply does it because he can. All I can do is complain to the referee that his rules leave something to be desired.

      If it was an exploiter then it would simply be the same scenario except the referee said physical contact is forbidden and the other player smacks my hand when the referee isn't looking and I'd get mad at the player and then alert the referee to his transgression.

      So yeah... Ganking sucks sometimes, but if its part of the game design then don't fault the players who do so but rather the developer for having a unbalanced PvP system.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    10. Re:I would not play by tcc3 · · Score: 1

      My apologies. I thought you were referring to topham. I didnt see the parent to your post, I suppose because it was modded down as flamebait.

    11. Re:I would not play by Das+Modell · · Score: 1

      Huh? What you are describing was WAD (Was As Designed) vs Exploit.

      Just because something is allowed doesn't mean it's morally justified or that people should do it.

      Just because you are ganged up on and and "ganked" doesn't mean the players that did so are bad people. They are playing by the rules as the developers have allowed.

      By the same logic a rapist isn't a bad person if rape is legal in his country.

    12. Re:I would not play by Lynxara · · Score: 1

      The point of a game is to have fun, and this can be achieved without including any recognizable human-like characters or action/danger elements in a title at all.

    13. Re:I would not play by orcrist · · Score: 1

      My apologies. I thought you were referring to topham. I didnt see the parent to your post, I suppose because it was modded down as flamebait.

      Don't be sorry. This is just another golden example of how the most glaring lack in Slashdot functionality is automatic quoting :-P

      Public Service Message: If you're about to attack a post which you consider outrageous make it a point to quote; because if the mods agree it's outrageous you will very quickly appear to be attacking the parent of the post you were responding to.
      --
      San Francisco values: compassion, tolerance, respect, intelligence
    14. Re:I would not play by vertinox · · Score: 1

      Just because something is allowed doesn't mean it's morally justified or that people should do it.

      Oh hold on there. Some 300lb man tackling me while I'm walking down the street minding my own business is not justified at all, but in a game of foot ball it is quite legal and acceptable. Its part of the game.

      By the same logic a rapist isn't a bad person if rape is legal in his country.

      Um... So you are really comparing rape and loosing a game as one and the same? That bothers me.

      These are games not virtual rape simulators. You agree to play by the rules and if the rules means someone gets to punch you in the face (like boxing) then that is how the game is played. Don't like it? Take it up with the developer or play another game.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    15. Re:I would not play by Das+Modell · · Score: 1

      Oh hold on there. Some 300lb man tackling me while I'm walking down the street minding my own business is not justified at all, but in a game of foot ball it is quite legal and acceptable. Its part of the game.

      This logic does not apply to everything.

      Um... So you are really comparing rape and loosing a game as one and the same? That bothers me.

      Where did I make such a comparison?
    16. Re:I would not play by ColdSam · · Score: 1

      [quote]It would be like playing a game of chess where the 3rd party referee says "You are allowed to smack your opponents hand to prevent him from picking up pieces" and then getting mad at the other player for doing it. Heck, I'd probaly wouldn't play that game, but the fault lies with the referee for allowing such a rule and not the player who simply does it because he can. All I can do is complain to the referee that his rules leave something to be desired.[/quote] It's more like playing chess with someone who intentionally distracts you or talks trash or does any number of other unsociable and unpleasant acts that aren't explicitly prohibited by the rules. If you extend this personal philosophy to real life (i.e. anything that isn't explicitly illegal is acceptable), you would be a very unpleasant person to be around.

    17. Re:I would not play by plague3106 · · Score: 1

      You broadened the scope from game to internet, I'm not sure why. The fact that the OP say "player killing" clearly indicates his comments were about gaming. No one said that ANYTHING you do online has no effect; they said it doesn't matter if you act "badly" in a game.

      Your example just proves my point; its annoying, but nothing more. Did you lose money over it? Your job? Your PC / data? No? Annoying, nothing more.

    18. Re:I would not play by randyest · · Score: 1

      Uh, I think he said "SHUT UP." (Just trying to help -- was that loud enough?)

      --
      everything in moderation
    19. Re:I would not play by AnotherUsername · · Score: 1

      Where did I make such a comparison?

      Here:

      By the same logic a rapist isn't a bad person if rape is legal in his country.

      --
      I don't like Linux. This doesn't make me a troll.
    20. Re:I would not play by Das+Modell · · Score: 1

      I just brought vertinox's logic to its inevitable conclusion. I didn't make any comparisons.

  5. It's the American Weigh by Anonymous Coward · · Score: 0

    Remember that America stands for life, liberty & the pursuit of happiness to the point of risking anything--even life & liberty! Games are merely the pursuit of happiness, almost always at the expense of your liberty & life!

  6. Roleplaying by Joe+the+Lesser · · Score: 3, Insightful

    See, there's this thing called roleplaying.

    It's when I pretend to be something I'm not by using my imagination.

    I enjoy being creative, it adds to my enjoyment of the game.

    They create fantasy worlds for us to play in, so we live fantasy lives when we play.

    You can not judge someone for fantasy crimes.

    I am not affected by these fantasies, except perhaps earning more understanding for the types of people who act that way.

    This is important because I will come across many types real people over my lifetime, and my ability to deal with them hinges on my understanding them.

    --
    "I only speak the truth"
    Karma: null(Mostly affected by an unassigned variable)
    1. Re:Roleplaying by Anonymous Coward · · Score: 4, Funny

      I like to role play in bed. Usually I just imagine there's a girl next to me.

    2. Re:Roleplaying by pete-classic · · Score: 1

      There's also at think called "paragraphs". Look into it!

      -Peter

    3. Re:Roleplaying by Anonymous Coward · · Score: 1, Insightful

      See, that's just the point. However, role-playing doesn't exist in a vacuum. How many slashdotters here would be willing to role-play some homo-erotic sex scene in their campaign? Would you be willing to act out some steamy anal orgy with your beer buddies? Would you judge your /. buddy who hits on you in your game? I suppose none of this will affect you in any sort of way.

    4. Re:Roleplaying by stjobe · · Score: 1

      You can not judge someone for fantasy crimes.
      Oh, but we can, and quite often we do, as individuals.
      You're correct that the state cannot judge someone for fantasy crimes even though I'm sure plenty of those in power would like that very much. "Thoughtcrime is the only crime that matters", to paraphrase Winston Smith.
      --
      "Total destruction the only solution" - Bob Marley
    5. Re:Roleplaying by Tim+C · · Score: 1

      There's also at think called "paragraphs". Look into it!
      There's also a thing called "spelling". Look into it!

      (Seriously, it's an unwritten rule - if you criticise someone else's spelling or grammar, you're bound to make a mistake yourself. For those of you thinking "criticise" was mine, I'm from the UK, that's how we spell it over here.)
  7. Gamertag = Schizo? by Huntr · · Score: 1

    FTS: What if your Gamertag were designated 'Child Killer' for having murdered [Bioshock's] Little Sisters--or 'Good Samaritan' for having saved them?

    A lot of games have these kinds of labels already in game to describe your character.

    But, I'm not sure how well that would work when putting those labels on a Gamertag. I mean, who doesn't play an RPG at least twice, once as a do-gooder saving the sisters, and then once as a maniacal murderer killing everything that moves?

    1. Re:Gamertag = Schizo? by Macgrrl · · Score: 1

      Suddenly I have to worry about PETA showing up on my doorstep? Is there anything more fun than Moonfire spamming bunnies and other small critters.

      Macgrrl GamerTag = "BunnyKiller and Nemisis of Goldtooth"

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
  8. Then what's the point of Gaming? by quanticle · · Score: 3, Insightful

    The entire point of all games (not just video games) is that they allow you to pretend to do things without the moral sanctions that normally apply. To pick an antiquated example, would you like being labeled "potential thief" if you happened to play on the robbers' side in a game of Cops and Robbers? To put it more succinctly: if there are consequences outside the game, then its not a game. Its reality.

    --
    We all know what to do, but we don't know how to get re-elected once we have done it
    1. Re:Then what's the point of Gaming? by nomadic · · Score: 3, Informative

      The entire point of all games (not just video games) is that they allow you to pretend to do things without the moral sanctions that normally apply.

      There are several different reasons to play games, and I don't think escaping moral sanctions is the "entire point". I play games because I enjoy a challenge; whether intellectually, in the case of adventure or RPG games, or physically, in terms of racing or FPSes. And when I'm playing a game I generally play the good guy; I get a little squeamish about murdering people left and right. Yes, it's not "real," but I find I enjoy myself better if I act morally in the game.

    2. Re:Then what's the point of Gaming? by nelsonal · · Score: 1

      I usually play RPGs once doing what I think is best (mostly but not always the alignment:good) thing, then I do bad stuff, which is fun sometimes, but can really take effort near the end (Example from KOTOR, it's easy to steal the hunter widow's plate because I didin't have any interaction with the character, but when you announce your "conversion to the group" the fallout bothered me for a while (and I knew it was coming so I put it off for weeks).

      --
      Degaussing scares the bad magnetism out of the monitor and fills it with good karma.
    3. Re:Then what's the point of Gaming? by Eli+Gottlieb · · Score: 1

      And, of course, the sheer joy of doing things the laws of physics ordinarily prohibit.

      Or things not prohibited by physics but still incredibly unlikely (think most hard sci-fi).

  9. its a different behavioral system by PJ1216 · · Score: 4, Insightful

    yes, its true, some people will go to the 'dark side' in various games because they like that aspect. though, sometimes, its a completely utilitarian view. sometimes the abilities afforded the player vary depending on how 'good' or 'bad' they are. sometimes a player might like playing a certain way and the abilities afforded to the bad side just play to his/her strengths better. some people look at it as a moral choice, others look at it as a challenge, some look at it as total game completion (yea, i finished the game saving the little sisters, now i gotta play it and not save them), or in the same idea, just changing the game so its less boring (i saved 'em all last time, i want the game to be different, so i'll kill them every now and then when it suits me).

    Honestly, if they do it, instead of giving negative names to bad choices and positive names to good choices, it should just be names biased to that side. like on the good side, you'd have titles like protector, savior, etc. and on the bad side you'd have names that people wouldn't mind having or that are 'cool' like dark lord or some ish.

    The reason we can choose in games is so we can get a more interesting experience, not so we can be embarrassed by it.

    1. Re:its a different behavioral system by Fallingcow · · Score: 1

      I usually play through games that have "good" and "bad" alignment possibilities twice: the first time, I almost always play as good, because I get engrossed in the story and the characters and genuinely have trouble doing the bad things in the game world. The second time, the game and its characters seem less "real" to me and it's easier to play a bad guy; that is, it's easier to see the game as a game and play to reach goals (e.g. see that cutscene or take that quest that I missed because I was a good guy last time) without regard for any "harm" I cause.

      I noticed that my play style in HL2:EP1 and EP2 underwent a similar transformation on first vs. 2nd and 3rd (in the case of EP2, at least) playthroughs--the first time, especially in EP1, I was constantly low on ammo and health, because I was constantly trying to protect Alyx. I even found myself deliberately taking hits that were meant for her, and getting between her and melee fighters. During the big antlion battle in EP2 where you have to protect her from wave after wave, I was hurting.

      It became clear part way through my first playthrough invincible. The second time I played, I let her do most of the fighting, and spent the bulk of the big antlion fight in EP2 screwing around rather than trying to keep them away from her. Mind you however that even after I'd begun to think that she might be invincible during my first playthrough, I still didn't act like it, because I was still so in the game that it didn't matter. Second time, meh, it was just another computer program that I was using to get what I wanted. I know what happens, so it's less engrossing.

      As for games with alignments, I'd like for more of them to harder to be the good guy. Not by handicapping them, I mean, but rather by making the choices less easy. "Kick the puppy, get 500 gold coins. Save the puppy, get 250 gold coins and two healing potions" just isn't doing it for me any more. The choices are usually "altruistic" or "sadistic". And can't a cold, calculating son-of-a-bitch do something good when it's in his best interests without losing potency in his dark-side spells because now he's less "evil"? I'm playing "The Witcher" right now, and I've heard that it's much better about making the morality of your decisions less clear-cut (I've only been playing 5 hours or so, so I haven't seen much of that yet), so here's hoping that it becomes a trend.

    2. Re:its a different behavioral system by Fallingcow · · Score: 1

      Er, "It became clear part way through my first playthrough invincible." should be:

      It became clear part way through my first playthrough that she was invincible.

    3. Re:its a different behavioral system by darkmasterchief · · Score: 1

      It will be fun to see these 'good' and 'bad' deeds pop up out of no where when one is signed onto xbox live. Imagine :

      [Possible Dialog of a 'friend' gazing at his screen playing a video game]
      [Suddenly he receives pop ups from his xbox live reminder page]
      RandyX: Dude I so totally boned that whore, I got full health, take that beeatch where's my money.!!

      [Samuel who's in RandyX's 'friend list receives this message]
      Samuel's Gamer Tag: (RandyX has just raped a whore!)
      Samuel: WTF!?
      Samuel's Gamer Tag: (RandyX has just B*tch slapped the whore, and taken all of her money)
      Samuel: WTFBBQ!!!
      Samuel's Gamer Tag: (RandyX has just gotten AIDS)

      [Samuel rushes in for the phone and calls Randy]
      Samuel: Randy, I thought you hated the GTA series dude!
      Randy: Dude, my girlfriend dumped me; So, yeah!!.....time to go blow Sh*t Up!!!
      [End of Call]

      [Samuel Returns to his previous Game]
      Samuel's Gameer Tag: Randy has popped in Xbox Live Arcade
      Samuel: Not Again!!!!!!!!!!!!!F*ck!!....

  10. You're Nonsense by Anonymous Coward · · Score: 0
  11. Fallout by Anonymous Coward · · Score: 0

    Sounds like Fallout 2, except more annoying.

  12. What about tags that do have an implication? by faloi · · Score: 3, Insightful

    I'm not as concerned about the moral ramifications of how my character conducts themselves in a game. Certainly there are games where you get tags for your accomplishments, like gnoll-slayer or some such. That can give other players some indication of what you're doing.

    What I'd like to see are some relevant tags, like team-killer. I don't care how you play the game in a single player mode, it's up to you. But in multi-player games, it would be nice to know what behavior we're likely to see.

    --
    "It is a miracle that curiosity survives formal education." -Albert Einstein
    1. Re:What about tags that do have an implication? by HTH+NE1 · · Score: 1

      What I'd like to see are some relevant tags, like team-killer. I don't care how you play the game in a single player mode, it's up to you. But in multi-player games, it would be nice to know what behavior we're likely to see. Yes, but who hasn't accidentally killed a team member in a game? Or just ganged up on a griefer that joined your team? Should one mistake brand your gamer tag as a Team Killer forever? ("That's not a target; that's Church!")

      And it makes griefing worse: they could deliberately jump into your line of fire so as to ruin the reputation of your gamer tag. Should they be able to force you to give up a prepaid year of service to dissociate yourself from that tag and get another to restore your ability to play?
      --
      Oh, say does that Star-Spangled Banner entwine / The myrtle of Venus with Bacchus's vine?
    2. Re:What about tags that do have an implication? by Das+Modell · · Score: 0, Troll

      Decisions made in multiplayer games can actually tell you something about a person, not to mention that those decisions actually affect other people. Players who gank in MMORPGs or grief in shooters very likely suffer from personality disorders, maybe even to the point of being psychopaths.

    3. Re:What about tags that do have an implication? by faloi · · Score: 2, Insightful

      Typically, you have to do something repeatedly to "earn" a tag. Killing a teammate once isn't likely to earn you that rank. Killing a teammate (or teammates) dozens of times might. For that matter, there could be a "target" tag. If you have a special aptitude for running in front of your team mates, you become a "target." If you shoot someone with a reputation as a target it, it doesn't really impact your TK reputation. Make them decay over time... Some people may dance at the threshold of getting that tag, but people that accidentally TK, as we probably all do, will have them decay before they accumulate.

      For that matter, you could get more finite control. For example, some games allow the player that was killed the choice of whether to punish another player or not. Make it so only punished TK's count in the grand scheme of thing. Combine that with decay, and the chances that you're griefed into the tag are diminished significantly.

      --
      "It is a miracle that curiosity survives formal education." -Albert Einstein
    4. Re:What about tags that do have an implication? by Anonymous Coward · · Score: 0

      Players who gank in MMORPGs or grief in shooters very likely suffer from personality disorders, maybe even to the point of being psychopaths.

      Dude! Either skip STV or roll PvE.

    5. Re:What about tags that do have an implication? by gad_zuki! · · Score: 1

      >Make it so only punished TK's count in the grand scheme of thing.

      Every play bf2? Everyone punishes, all the time. Gamers in the thick of action are emotional and near crazy, not logical and willing to help the community. Not to mention the teen demographic that defines online gaming arent known for their maturity and excellent social skills. Id rather just have this all controlled by code. 5 teamkills in 5 minutes? Yeah thats a 5+ day ban.

      Rep systems are interesting, but i think in the end people just dont care enough about games to take reps seriously. So, lots of people will just hit punish (Hello Milgram!) and be off with it. Clans will just pile-on a good player from a differrent clan/no clan just to hurt his rep. Please take humans out of the equation, theyre too biased.

    6. Re:What about tags that do have an implication? by Das+Modell · · Score: 1

      I did roll PVE. I'm not going to pay 12 euros a month for the priviledge of having other players constantly ruin my game. People who pay money for that are pretty fucking stupid. I doubt Counter-Strike players would pay money to have someone aimbot and wallhack on their servers.

    7. Re:What about tags that do have an implication? by Das+Modell · · Score: 1

      -1 Troll? Ahahaha. Looks like some ganker/griefer got pissed off.

    8. Re:What about tags that do have an implication? by One+Childish+N00b · · Score: 1

      Allow me to refer you to John Gabriel's Greater Internet Fuckwad Theory. If someone TK'ing in a game of Counter-Strike is your criteria for 'psychopath', I would say you're the one with the mental issue, causing you to take computer games far too seriously.

      Sure, it's annoying when some loser 'nades your spawn, blocks doors, etc, but it isn't indicative of being "very likely suffer from personality disorders, maybe even to the point of being psychopaths". Irritating? yes, childish? Extremely. Psychopathic? No. When they start kicking (real-life) babies, get back to me.

      Why yes, IAAQPR (I Am A Qualified Psychological Researcher), but you don't have to be to realise that there is a huge gulf between being an ass in a FPS and being a psychopath.

      --
      Dealing with lawyers would be a lot less tedious if they all looked like Casey Novak.
    9. Re:What about tags that do have an implication? by HAKdragon · · Score: 1

      But what about if you punch babies?

      --
      "Our opponent is an alien starship packed with atomic bombs. We have a protractor."
    10. Re:What about tags that do have an implication? by Das+Modell · · Score: 1

      There's no reason to think that these people don't suffer from personality disorders. The Internet just allows them to act out without any fear of punishment.

    11. Re:What about tags that do have an implication? by One+Childish+N00b · · Score: 1

      There's no reason to think that these people don't suffer from personality disorders.

      Conversely, there's no sane reason to think that they do. Griefing in a FPS - where the *very object of the game* is to *kill other virtual people* is so far removed from any situation where real morals and consequences apply that a judgement cannot be made either way. If we start claiming what people do in computer games, whether in the spirit of the game or not, is representative of their real-life moral makeup, we might as well give up and hand over our keyboards to Jack Thompson.

      The Internet just allows them to act out without any fear of punishment.

      The internet just allows fuckwads to act like fuckwads without fear of punishment. If you've never had someone deliberately try to make you angry for their own amusement, you obviously don't have any siblings and have never attended high school. It's not a personality disorder, it's just an annoying part of human nature - unless immaturity is a personality disorder. Which it isn't.

      --
      Dealing with lawyers would be a lot less tedious if they all looked like Casey Novak.
    12. Re:What about tags that do have an implication? by Das+Modell · · Score: 1

      Conversely, there's no sane reason to think that they do. Griefing in a FPS - where the *very object of the game* is to *kill other virtual people*...

      Griefing is not the objective of any FPS. Teamkilling, wallhacking, aimbotting etc. are strictly forbidden and disrupt the gameplay.

      ... is so far removed from any situation where real morals and consequences apply that a judgement cannot be made either way. If we start claiming what people do in computer games, whether in the spirit of the game or not, is representative of their real-life moral makeup, we might as well give up and hand over our keyboards to Jack Thompson.

      It's not far removed from anything. You're dealing with real people and your actions have real consequences.
    13. Re:What about tags that do have an implication? by randyest · · Score: 1

      Good god man, please try to get over it. I've never seen anyone so butthurt about a game. If anything, it seems you have developed some kind of "personality disorder" because of someone that didn't play a game the way you wanted them to. Christ, get a grip!

      --
      everything in moderation
    14. Re:What about tags that do have an implication? by Das+Modell · · Score: 1

      Yeah, because cheating in a multiplayer game is obviously no big deal and it's just someone playing the game they way they want to. You're the one with the disorder.

  13. Why allow the action if it will have consequences? by quanticle · · Score: 2, Insightful

    If the action taken in-game will have possible negative consequences outside the game, then why would you even allow the action? To use the example from the summary, you're allowed to kill the "Little Sisters" in Bioshock for a reason. If the game developer wants to make a moral point, I'd prefer that he or she used the in-game mechanic, rather than obscure mechanisms from outside the game. To go back to the example, if I'm not supposed to kill the "Little Sisters", then tell me that as part of the mission objectives, and/or force me to restart if do happen to kill one of them. Don't do this obscure we'll-allow-the-action-but-brand-you-in-real-life crap.

    --
    We all know what to do, but we don't know how to get re-elected once we have done it
  14. What do I gain? by east+coast · · Score: 3, Insightful

    Every one of these "video games as a moral measure" articles always mentions the downside. What if I do good?

    Sure, you can label me as a hostage killer in CounterStrike for my occasional screw up in a firefight but does that mean I qualify for the G.I. Bill due to my fine combat record in Call of Duty 4?

    And more-so, if I had friends that got bent out of shape because I don't lose sleep over the hostages I accidentally fragged I probably wouldn't want them around me anyway.

    --
    Dedicated Cthulhu Cultist since 4523 BC.
  15. Missing the point by Daishiman · · Score: 1

    I don't play gamoes to have a socially-dictated morality imposed on me. Games are a sandbox for me, to let the most fucked-up aspects of yourself take over without hurting anyone in real life. Exploring ethical boundaries is a necessary process in our self-development. I see nothing wrong with it provided it does not deter from real life. I contend it's been benefitial to everyone I know who's ever gamed.

    1. Re:Missing the point by Avatar8 · · Score: 1
      I disagree with you.


      For years I thought the way you do: "Better they are performing these fantasy killings in virtual worlds than in real life." I've seen plenty of examples to counter this.

      I think instead of providing a carthatic environment where all of these negative actions and emotions are expelled, performing such actions reinforce negative behavior. To your brain you're processing the same information; good choice, bad choice - it's the same chemicals and electrical impulses whether it's real or virtual. I'm not saying that people playing FPS will be the next Columbine f*#$heads to commit a real crime, but I do see and hear many people (who I can tell are gamers by their dress or conversation) acting rudely, inconsiderately to those around them and as if there are no consequences to their actions. When you try to reprimand them, they immediately scream abuse, discrimination or whatever other term applies to the situation.

      As much as players enjoy anonymity for their actions online, by "practicing" such actions they are building confidence that they can do whatever they wish without consequences. I'd even extrapolate this to "road rage" - being in your car offers a certain amount of anonymity, too. As long as you don't get caught, you can do whatever you wish (speeding, no signalling, cutting people off). Whether or not this could be tied to these drivers being video game players would be an interesting survey.

      Yes, they are games and everyone should grasp the difference between virtual and real life. Can everyone's brains filter out the decisions and emotions and leave them in the game? I don't think so.

    2. Re:Missing the point by geminidomino · · Score: 1

      If you think catharsis is being a prick and irritating the poor strangers unfortunate enough to end up in the same game as you, then Das Modell is right... you're fucked up in the head.

  16. Purpose of Games and Gaming by moore.dustin · · Score: 2, Insightful

    For many, games are an escape from the grind of life. The last thing I want in my games are things that tie back and bring me back to the reality of life. The reason why I picked up that game was to be immersed in the games fictional world, not to have the game world reflect society.

    You play to be different a different person through your character, in a different situations, with different rules/consequences. Why would I want to play a game that related my in game decisions to what society thinks is right or wrong? That is not a game, that is life. A game, to me, is an escape from life. Are they mutually exclusive, games and 'life'? Probably not, but that does not mean they shouldn't be.

  17. Really bad idea by Lane.exe · · Score: 1

    The idea of social sanction to enforce moral behavior in games is not a bad idea... if the group we're talking about has any degree of social sophistication. But it's been my experience that gamers, especially the ones who care enough to be actively involved in gaming communities, lack many of the basic necessities of good socialization, such as how to properly express moral disapproval (or even what is and what is not moral, apart from some basic sense of egoism).

    --
    IAALS.
    1. Re:Really bad idea by Zeromous · · Score: 1

      As a gamer, and fellow /. 6-digiter, I find your opinion incredibly insulting to my intelligence and morality as a person and a serious gamer. Social organization occurs in games specifically to combat the type of bad socialization you speak of. In fact, in these types of sophisticated gaming-societies, there is no need for moral behavior enforcement. That said, obviously it is a bad idea, as long as people like you judge morality on the basis of the lowest common denominator. I also suggest you stop using Halo matches or whatever it is you gleaned this opinion from, as your barometer of the average gamer, let alone a highly organized and serious gamer. It sounds to me like you've simply experienced playing Halo or something else with a bunch of 15 year olds. But its not right to equate those experiences as they are considered a minority community now (gamers 18 years)

      --
      ---Up Up Down Down Left Right Left Right B A START
  18. Huh? by argStyopa · · Score: 1

    Ironically, if you tried to enforce moral consequences like this in real life, for real-life, proven atrocities (say, having 'child molester' tattoo'd on the forehead of someone convicted of child rape) the ALCU would sue you senseless.

    Why should our virtual lives have consequences, when we don't have them in the real world?

    --
    -Styopa
    1. Re:Huh? by C0rinthian · · Score: 1

      What, kind of like registered sex offenders having to announce themselves when they move into a neighborhood?

    2. Re:Huh? by Some_Llama · · Score: 1

      "Ironically, if you tried to enforce moral consequences like this in real life, for real-life, proven atrocities (say, having 'child molester' tattoo'd on the forehead of someone convicted of child rape) the ALCU would sue you senseless."

      You mean like having a electronic bracelet attached to your ankle or your current living location published pubilicly for all to see on the internet with a big red dot? Or only being allowed to live in special designated areas for child molesters akin to ghettos of WW2?

    3. Re:Huh? by argStyopa · · Score: 1

      Your tone of 'insulted moral outrage' on behalf of pedophiles proves my point precisely. Thanks ever so much.

      --
      -Styopa
    4. Re:Huh? by Some_Llama · · Score: 1

      Your welcome, i'm glad you can so easily dismiss humanity and justice. I would have a hard time with that process, you seem to excel.

  19. Games desensitize. by SharpFang · · Score: 2, Interesting

    Defcon being a prime example.

    The first time I played it, a pirated version shortly after the release, I was genuinely touched. When my first nukes fell on Warsaw and Wienna, I was quite shaken. My friends live there. The music, the crying woman in the background, this all added to the game experience immensely. My conscience at work was quite strong. "Yeah, that's just a game", I'd rationalize, but I still felt for the virtual humanity.

    Yesterday I got the original Defcon and played it for the first time in a long time again. I launched a mass attack. Tokyo, Cairo, New York, Mexico, London. And when they broke through the defences, I'd go like "Wow! Yeah!", I enjoyed the huge score and didn't feel the least bit sorry. I knew the counter-strike would wipe my country entirely, but cool calculation was "I have 100 mln people at -1 per million, I can lose at most 100 points. There's +2 for each million of enemy people I kill, so if I get to strike the biggest cities first, I'll reap enough points no loss at a later time will outweight. Screw all the defense, attack all big cities ASAP, hard." I won with over 300 points with the next best player getting just above 100 points. Considering the losses this translates to gameplay murder of about 400 millions people in the game. Yeah, the game was fun.

    --
    45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    1. Re:Games desensitize. by Von+Helmet · · Score: 1

      OK, so you were desensitised to the violence in the game. Would you say you were desensitised to the idea of actually dropping nukes on actual cities in real life?

    2. Re:Games desensitize. by SharpFang · · Score: 1

      Maybe not.

      But if I was in a crew of a real nuclear silo, after 50 drill alarms and unable to tell a real launch code apart from a training code, I'd launch the real rockets on a real city and wouldn't even twitch. Maybe until after I know the nuke hit.

      Making a simulation game that runs exactly the same way as the real thing is not all that difficult. Keeping a trained crew running the simulation over and over, then just switching from 'simulator' to 'controller' mode transparently, without letting the 'players' know, you can get them to nuke cities and kill millions without a twitch. "It's just a game."

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
  20. Odd the rejection of this idea by SmallFurryCreature · · Score: 1

    Most of the comments are negative, but I detect a patern, ALL of the NEGATIVE comments seem to be from people who don't want to get the label child-killer attached to them.

    Nobody from the child-saver group of players seems to NOT want this label.

    Just an intresting obeservation I think. Make of it what you will.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

  21. Having these tags will decrease the replay value.. by chakan2 · · Score: 1

    My comment on this is I usually like to play through a game just to see the result of my various actions. In Fable for instance it was actually pretty fun to go through twice, once to see how evil I could make my character, and once to see how good. If there were reprocussions from playing through the evil (or good) side, that's a lot of game play I would have missed. The important moral choices to track in games are already available via your gamertag (on Live), or being outright banned from servers (in CS:Source, and most PC online games). I don't care if my teammates / other players are playing through in an Evil or Good capacity (Shoot that last hostage to win, I don't care, it's good team play). What I want to know is are they not spawn killing, team killing, hacking, or being genral ass hats. As far as the PC online community goes, I'm usually playing on a related set of servers (for instance the TnB servers). Usually you'll end up running into the same core set of players on the various servers, and if someone was a total jerk on one server, they're gonig to get booted from that 'community' of players. Like a lot of people have said already, gameing is role playing, and that's a very important distiction to make. I play games because there are choices and situations I can partake in that I couldn't experience in real life. Obviously, I'm not going to make the same choices in the game that I would in the real world. So I'm not sure how much good tracking those in the context of a game would actually do.

  22. I play video games so I can escape... by Lord+Aurora · · Score: 3, Insightful

    ...not so that my friends or I can find out something deep and personal about myself. The moment a game has too many ties to the real world is the moment it ceases to become a game and it becomes a nuisance. Video games were created for entertainment. If I'm marginally entertained by calmly slaughtering the entire city of Skingrad when I'm playing Oblivion, that's my business, and reflects nothing about my real life. And I hope I saved the game before I did it.

    --
    The heavens do not fall for such a trifle.
    1. Re:I play video games so I can escape... by geekoid · · Score: 1

      Actual, how you behave in ANY environment is a reflection on you;however this isn't a direct link between a specific action.

      Many armchair Headologist would say that because you specifically mention saving the game, then ultimately you are not a mass murder. What they won't take into account is the perhaps you're saving it so you can kill those same characters again?

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  23. Moral based Gamertag Blues by Cathoderoytube · · Score: 5, Funny

    When I was just a baby my mama told me 'son always be a good boy, don't ever play with guns'
    But I shot a man in Bioshock just to watch him die. When I hear that whistle blowin' I hang my head and cry.

    --
    I have nothing compelling to say
    1. Re:Moral based Gamertag Blues by Altus · · Score: 1


      3 days with mod points and nothing good to mod. As soon as they expire I find this.

      --

      "In America, first you get the sugar, then you get the power, then you get the women..." -H. Simpson

  24. 1984 by tonyreadsnews · · Score: 1

    Yes, and the telescreens will be able to tell us when we've been playing improperly and notify the right officials to come and re-train us!

  25. Command and Conquer 3 by phorm · · Score: 1

    Despite some pretty abysmal/buggy online performance last time I played (after 3-4 weeks ago), the rating system for C&C3 was pretty cool. It allowed you to rate opponents skill, sportsmanship (teamkilling I assume would be low) etc. I never really tested to see if you could filter out those who were jerks, but it would be a useful feature. EA had some good ideas there... now if they could only make the thing playable.

  26. Man, I *liked* Bioshock and Portal. by ZombieRoboNinja · · Score: 2, Insightful

    Why do these two have to ruin fun gaming experiences by bloviating about them for pages and pages like they're Citizen Kane in interactive form?

    Calling your Gamertag "Child Killer" for killing Little Sisters would be annoying and sensationalist. These guys are supposed to be a link between video games and the mainstream media, and they don't get that having a bunch of 13-year-olds bragging about their shiny new "Child Killer" tag would be bad PR? (No, those 13-year-olds SHOULDN'T be playing M-rated games, but as anyone who's ever used Xbox Live can tell you, they do anyway.)

    Anyway, let's see if I can one-up them on the blowhard meter: if we are to take seriously Kant's Third Critique, we would have to accept that aesthetic appreciation is only possible when the object of appreciation is of no immediate practical interest to us (but rather a "disinterested interest"). If we start salivating when looking at a picture of fruit, that's not "artistic" or "aesthetic" appreciation. If we look at pictures of naked women for sexual pleasure, that's not "aesthetic" appreciation. By the same token, if we're worried about our actions in a video game because we think they'll affect our real life in some way, like making us online social pariahs because of our Gamertags, that's not an aesthetic concern either. Introducing pragmatic interests to games makes them closer to porno than to DaVinci.

  27. Yes, this post is about Mass Effect by Pojut · · Score: 1

    First time a game has gotten to me this strongly...Getting off the Normandy at the Citadel, a reporter stopped me and asked if she could interview me. I said yes. In the interview, I pointed out that Saren had something to do with the attack on Eden Prime. The instant Shephard said this, the potential consequences of my action began to sink in...what will the council think of this? Am I the cause of some media leak now? Will things on the Citadel start getting out of hand as the people realize that not only were they lied to, but a SPECTRE of all people led the attack? And how will they react to me, the first human spectre, releasing this information?

    I genuinely started to worry. Yes, I know it's a video game, and yes I know some council of alien species isn't going to punish me...but when I play that game, I become John Shephard for the duration of the time that I am sitting on my couch. I truly began to worry about the consequences of making such a poor decision...first time a game has ever made me feel the emotion of worry and doubt about my decision. /offtopic rant

  28. One game already has done this by Alzheimers · · Score: 1

    One game I hold singlehandedly responsible for my eating disorder: Gauntlet. It just HAS to go and announce to the whole arcade, "Red Wizard needs food, badly"

    Shut up! Shut up! Don't shoot my turkey! NOOOOOOOOOOOOOOOOOOOOOOOO!!!!!

    (bastards)

  29. This is why my Team Name is Frag Master by WillAffleckUW · · Score: 1

    You mess with the best, you die like the rest.

    Seriously, though, it would be nice to have games in which one's optional actions showed up with a halo or fiery flames above your head.

    Oh, wait, wasn't this an xBox game ... called Fable?

    --
    -- Tigger warning: This post may contain tiggers! --
  30. Ultima IV, VII and IX by Avatar8 · · Score: 1
    Reading the article and those linked within it, I could not help but think of Ultima IV and some sequels. It was all about the correct moral choices, but it was too binary to provide a sophisticated model as could be done today. Still it reinforced that performing good actions, being honorable, etc. would progress the game and allow you to win. Performing negative actions would bring your "social standing" back to zero and force you to start completely over.


    In Ultima VII a friend of mine loaded my save game (very late in the game, fully geared with the black sword, etc.) and proceeded to fight and kill Lord British. Not only did the castle guards react, but everywhere the character went after that he was scorned and the guards were called. Rather intelligent coding, I though.

    (***spoiler alert***) Ultima IX was a game that made me cry as the article's author asked. In the end the Avatar (me) not only sacrificed himself to save Britannia, but it absolutely closed off any chances of another game. Both thoughts brought tears to my eyes.

    I think all of these are some of the best examples of how morality choice effects within games and how the games can affect the player.

  31. What if... by GigG · · Score: 3, Funny

    "...what if everyone on your Friends List were notified each time you killed a Little Sister--or every time you rescued one--like the Status Updates on Facebook? "

    There would be a surge in Little Sister kills.

    --
    Is buying a Harley Davidson as your first motorcycle since you were 16 at age 49 a midlife crisis issue?
  32. Re:Why allow the action if it will have consequenc by Anonymous Coward · · Score: 1, Interesting

    Yeah, I agree with you and all that crap. No one should force a set of morals on someone and then enforce those morals by socially "branding" you because of a fictitious action.
    But I think your objection brings up a good point - namely that Life does not come with an instruction book. We get the basic "thou shalt not" crap but in reality we are able to do anything. If we aren't caught then no one makes us restart or punishes us in any way. That goes for the big stuff like killing or rape or invading middle-eastern countries without a reason, and it goes for the little things like stiffing a waitress on a tip or surfing at work instead of actually working. The consequences of our actions are part of our moral code, but we choose what we want to do despite that code.
    It would be interesting in a theoretical way to see how the moral 'branding' would change game play.

  33. The Real Problem by Capitalist1 · · Score: 5, Insightful

    The single most important problem with games that try to include consequences for "moral decisions" is that virtually no one knows that there can be more than one idea of what constitutes morality. Most people in the U.S. who talk about morality take it as given that the Judeo-Christian ethos *is* morality. Not just one option, not just a view, it is the entirety of the subject. People take as given that self-sacrifice is good, self-interest is bad, "spirituality" is superior to "materialism", etc.

    That is why these morality games will and must fail. There are no real moral issues explored, only a scorecard of how well you've conformed to the designer's idea of what morality is.

    Games might very well become more immersive and emotionally involving. They will *not* become real-world moral laboratories. If the player's view of morality differs in any way from the designer's then that disconnect will destroy the entire illusion.

    --
    One man's religion is another man's belly-laugh. - LL
    1. Re:The Real Problem by vga_init · · Score: 1

      People take as given that self-sacrifice is good, self-interest is bad, "spirituality" is superior to "materialism", etc.

      Most of us learn these truths as children--not because an authority figure told us, but we figured these things out on our own by interacting with our environment. Naturally, society sanctions what is good for society, and if we don't support what is good for society, society fails. We depend on society, so when society fails, we fail and die.

  34. Pointless. by MaWeiTao · · Score: 1

    This sort of thing seems to me yet another effort to force games to be more culturally relevant than they currently are. Gaming will become an important part of society of its own accord. I don't think people sat around trying to figure out how to shoehorn philosophy into a book or a movie. An writer simply had a story to tell and chose a particular medium to convey it.

    Ultimately any form of entertainment is escapism in one way or another. I suppose gaming will enable interaction like we haven't seen before because it allows a player to become a part of the story. But moral or philosophical questions should come as a natural part of the story, not as some lame, tacked-on mechanic.

    I did feel a bit guilty one time when I accidentally killed a kitty in World of Warcraft, but I can't say I was emotionally attached to the game. Once, probably more than once, in Morrowind I've gone through and completely wiped out every last individual in some town. Then there were those captives in Blackthorn who begged for help but instead got a shotgun blast to the head. In Fable I kept my character good, but I did explore try exploring both extremes.

    I'd like to think I'm not a violent person in real life. I generally try to be a decent guy. While I normally play a character in a way consistent with my personality it ultimately depends on my mood. So how exactly do my actions in a game have any bearing on what kind of person I am in real life.

    Ultimately, any such feature would be nothing but a glorified method of keeping score. Players would just try maxing out both good and evil scores. If a game developer wants emotional impact they need to write better stories and remain faithful to that story in the game design.

  35. 'Child Killer' would be an awesome tag.... by SomeDanGuy · · Score: 2, Insightful

    Anyone who has played with average gamers today knows that having tags like "Child Killer" attached to their names would be seen as "awesome", not a deterrent. I'm sure this would inspire a race to collect as many "bad-ass" tags as possible rather than prevent immoral behavior. It's only when your choices actually affect gameplay that morality will be considered.

    1. Re:'Child Killer' would be an awesome tag.... by Rei · · Score: 1

      Some friends and I have been idly discussing the possibility of developing Yet Another MMORPG(TM) based on the concept of combining the concepts of a "restricted" world where what you do makes a difference for your character (like most hack-and-slash MMORPGs) with a creation-based MMOG like Second Life that lets you create instant worlds at the drop of a hat. This would be the concept that you build your world from your surroundings and what you choose to do with it is left to free will (living in peace and building, warring with each other, or whatnot). At the same time, we'd rather avoid it being Yet Another PvP-Filled Hack-And-Slash fest; we want people who don't want to be fighting to not have to put up with constant attacks by griefers or those who in general want to kill everything in sight. In short, we want people to feel free to build if they want, free to fight if they want, but not to make the latter people drive the former out of the game.

      We've discussed a number of possibilities, such as having the default response to being attacked to be "flee" instead of the typical response, "futilely bash that high level heavily armed person who attacked you with your bare hands". I.e., you have a chance to find other people to help you out while you escape, to prepare yourself for combat, or whatnot (the only reliable way to kill someone would be to be in a group so you can cut off their escape, and griefers are more likely to play solo than in groups, while those who would hunt down griefers are more likely to work together). There was one idea, however, that's been discussed which is in the spirit of this article. Namely, whenever you kill a new unique person, a tattoo appears on your hands. The more you kill, the more it spreads down your arms. Hence, killers end up with a visible mark indicating them as such. If you're a fighter, your tattoos could be seen as "awesome", as a sign that you're good at killing. To people who want nothing to do with killing, however, they'd be a brand that says, "stay away". One possibility has been bandied about that, in karmic justice, perhaps the victim gets some degree of input in what the tattoo ends up looking like ;)

      --
      Dear Lord: One of your creatures may be hurt tonight. Please let it be the other creature.
  36. Me by Anonymous Coward · · Score: 0

    I want to kill everyone and everything. If it is a chemical process I want to remove every catalyst it has and if it still reacts I will make sure that it never reacts to anything but it's death right away. oh score one for the home team.

    my captcha is micron -- next gen

  37. I would not play-When brakes, break. by Anonymous Coward · · Score: 0

    "If I thought I was being judged on moral grounds when I played a game I wouldn't play. There would be no point."

    The game of life has no opt out button.

    "I believe I am ethical and moral in my real life, why the fuck would I want to be that way when playing a game? Isn't the point of a game to do things you would not ordinarily do."

    So does that mean that there can never be moral or ethical games? Is it everyone's secret desire to be their worst, but society will not let them? So what does that mean for a collapsing society where there are no longer any restraints?

  38. Purpose of Games and Gaming-What would Jesus do? by Anonymous Coward · · Score: 0

    "For many, games are an escape from the grind of life. The last thing I want in my games are things that tie back and bring me back to the reality of life."

    Guess those Palestinians or Jesus games are barking up the wrong tree.

  39. Re:Why allow the action if it will have consequenc by Leo+Sasquatch · · Score: 3, Insightful

    Because everything should be allowed in the game world - the only penalties and rewards we need are those in the game itself. I tried to play one of the Splinter Cell games once - it was unspeakable. I'm trying to stop a madman from detonating some unholy terror weapon and killing hundreds of thousands, and my controller calls a halt to the mission because I accidentally shot a civilian. Yeah, sorry and all, didn't mean to, but let's have a little perspective here. Let me finish the mission - give me the silver or bronze achievement award instead of gold, let me go back and try and do it perfectly when I feel like nailing all the gold awards, but when I'm trying to save hundreds of thousands, cut me some slack over one accidental death!

    Mercenaries was another one, there's one particular mission where there's a huge firefight going on, and suddenly, up comes a message saying I'm due them $100K of my earnings because I shot the CNN reporter. Wow. I didn't even know there was one there! There's seven different automatic weapons going off over here, but you're sure it was me? What the hell was the idiot doing sticking his head up in the middle of a gun battle anyway!?

    Those events were crap enough - don't go adding Civilian Killer to my gamertag as well.

  40. Violet ain't where it's at. by G+Fab · · Score: 1

    Olivia will give you all she has!

  41. Guys, grow some balls. by Anonymous Coward · · Score: 0

    You guys are pathetic. I come here and read a hundred posts about how games aren't inherently moral; they're used for escape, play, entertainment. Did any of you stop to think that this guy's definition of "morality" is so inherently flawed, even the biggest douchebag among you looks like a saint. In his world, "morality" means fear - not even fear of long-lasting censure, just fear of being called names, like some kid at the playground - and he considers us immoral?

  42. Re:Why allow the action if it will have consequenc by zombie_striptease · · Score: 1

    I wouldn't blame the developers who'd rather give the player more of a free-will, "happy fall" scenario. Personally, I quickly bore of games where I constantly run into invisible walls and get "multiple choice" sections in which none of the choices appeal to me nor bear much difference from one another. I have always been delighted when an action attempted out of whimsy without expecting results (shooting at non-enemies, interacting with objects in an unconventional way) has actually yielded some sort of reaction (one of my happiest gaming memories: Zelda OoT, shooting at a distant Gerudo guard in a fit of pique and doing a double take when she actually collapsed). I'm not defending the sort of moral grand-standing mentioned in TFA, but I think reducing the players' options is the absolute last thing gaming needs.

  43. Re:Why allow the action if it will have consequenc by quanticle · · Score: 1

    If you're going to allow the player to do that, though, then don't try to moralize anyway through their GamerTag labels. If you're going to have consequences from the action make them in-game consequences.

    --
    We all know what to do, but we don't know how to get re-elected once we have done it
  44. Why "Gaming" and not "Entertainment"? by popo · · Score: 1

    What's so different about gaming? Gaming is always being pointed at while television, film, novels, comics, music, art all deal with exactly the same issues -- often more intensely and graphically. Why must gaming defend itself?

    Gaming mimics culture and other forms of media & entertainment.

    If you have a problem with gaming you have a problem with the world.

    --
    ------ The best brain training is now totally free : )
  45. Chess by Databass · · Score: 1

    I hope it logs when your knight kills the enemy queen in chess games, because that is totally violence against women. In a GAME no less!

    1. Re:Chess by AnotherUsername · · Score: 1

      I agree. And we need to stop these so-called 'Pokemon' animal-fighting simulators. I am willing to bet that Mr. Michael Vick first starting his dog-fighting career with a little animal named Pikachu. One day Pikachu, the next day, Lassie. When will it end?

      --
      I don't like Linux. This doesn't make me a troll.
  46. Guess we all should be called murders... by Anonymous Coward · · Score: 0

    Poor ol Koopa's been killed millions and billions of times by Mario Fans for about 2 decades now... so has Gannon in Zelda...

    and I guess we can all be called pervs too for wanting to rescue the princesses in these games so that she can be all ours for the taking.