Torture in Games
Recent comments from Richard Bartle, one of the developers for the first Multi-User Dungeon (MUD), stirred up discussion about whether virtual torture is acceptable as part of modern games. Bartle was referring to a quest in the latest World of Warcraft expansion, Wrath of the Lich King, in which players are instructed to extract information from an NPC. He drew criticism for his view from a variety of sources, but Wired is now running a piece provocatively titled, "Why We Need More Torture in Games." The author makes the case that the failure of most media to properly portray how horrible torture actually is (for example, on the TV show 24), and the increased focus on real-world topics like Guantanamo Bay, Abu Ghraib and waterboarding, could make games the perfect venue for demonstrating the "devastating repercussions" of torture.
An old live-action video game from the mid '90s titled Spycraft: The Great Game had a torture sequence. You had to interrogate someone and had control over how much voltage to use. It was quite easy to inadvertently kill her - and I will say that the first time I hit a switch and saw an actor screaming in pain actually was very jarring. Even knowing damn well it was an actor in a video game.
www.zombieapocalypse.tv
I don't play WoW or the MUD mentioned in the article, but I'm curious if the use of torture in these games does/would invariably produce honest factual information from the person/monster being tortured?
Torture has a somewhat speckled history when it comes to getting at what's actually really going on. Torture someone enough and they'll tell you whatever they think will get you to stop the torture, regardless of if it's true or not.
It'd be a bit more interesting I'd think if the torture sometimes works, and sometimes leads you off in directions that aren't at all productive(and might actually weaken you).
Yeah, don't forget the entire PREMISE of Knights of the Old Republic (and sequel) were predicated on how you decided to act in-game. In order to go dark side (evil), you had to do some pretty rotten things.
We play games the same reason that bear cubs play-fight, just like every other animal in the world, we teach ourselves through playing. I have a COMMUNCATIONS degree and I figured this out... you'd think the PhD's could put it together without making such a big deal of it.
J
Beer, now there's a temporary solution -- Homer Jay S.
After reading Designing Virtual Worlds I happened to log onto his MUD2 server and look around. Ahh.. memories. And so many missing features! The MUD descendants truly were fertile lands of innovation. Anyway, after about 10 minutes of wandering around in MUD2 I got sufficiently bored and tried to kill something. Bartle kindly informed me that I was a guest and guests should act more polite than that. If I wanted to create an account I could do some killing, but only in the appropriate area, etc, etc. All very British and proper. Of course, the next command I just had to try was 'rape'. Bartle hates that command, so the result was predictably hilarious. I was immediately disconnected and my IP address was banned. Beautiful.
How we know is more important than what we know.
I mean, let's be sensible here. Torture. In other words, making someone feel pain (physical, emotional, pick your poison) to get something from him.
Anyone here that does NOT know that this is something you don't really want to be subjected to? Well? I see no hands, so either people know or people know about it enough that they don't want to hear the logical followup to that question.
If we get desensitized to torture, to people being hurt and mutilated for fun and profit, I think something's wrong with the shows that picture it as something "mildly unpleasant" instead of what it is: Physically and even more so emotionally crippling. When we do the same in games, what does it change?
I mean, besides games having a weaker lobby and getting the thinkofthechildren crowd up in arms about people playing torture.
Is there a difference between watching torture on TV and executing it yourself in a game? In both cases you watch a character do it. In one case, you get to see it because you issue a command. In the other case you do because you don't issue one, i.e. don't change the channel. Where is the huge difference?
We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
My impression of WoW is that it is a fairly shallow game in terms of narrative with the quests. Most of these quests are simple grinding with very little aspect to rewards or consequences to the players actions. If the idea is to incoporate consequences or rewards to such things as torture, part of the gaming mechanism would've to be changed such that something valuable to a WoW player would be affected. I don't think WoW has ever presented the concept of good or bad in the gameplay, either faction can do pretty much whatever they want regardless. WoW isn't designed to disucss morality in terms of gameplay.
Seems to work just about all the time -- unless it's Jack being tortured. And the creators of the show exhibit no such agenda.
See this Slate article, for example:
Amnd teh New Yorker:
A lot depends on how it's done of course. The point would be to learn something and not just reinforcement attitudes and habits.
http://en.wikipedia.org/wiki/The_Milgram_Experiment
In theory, theory and practice are the same; in practice they're different. (Yogi Berra & A. Einstein)
I have a COMMUNCATIONS degree
oh the irony
It's virtually painless!
In the WoW universe, little is permanent. Death is a minor inconvenience, not something that is forever. If a player dies, they spawn as a spirit at a nearby graveyard and walk back to their body and resurrect. NPCs (computer controlled characters) simply respawn in the same spot after a certain amount of time.
If the real world worked like that, well we'd probably have a rather different value system. If killing someone meant they had to walk back for a couple minutes and caused them no permanent harm at all, I imagine it wouldn't be such a big deal.
The rules of a game world are vastly different than our own so even if you want to ignore the fact that this is just entertainment, you can't try and apply the same morals to it.
Either morality is relevant in a game context or it isn't - if it is, then we should be disapproving of _anything_ in the game which is immoral (and in most cases that's anything that's actually illegal - killing 'bad guys' just because they're there isn't particularly moral). If it isn't, who cares about a spot of torture within the context of World of Warcraft, which lets not forget has a fundamental underlying premise of genocide - exterminating entire races based on their species.
Not exactly the height of morality there.
> Tools such as the La Susana and the Iron Maiden make it much more interesting.
You can also use car dealership commercials. After about eighty hours of nonstop back-to-back car dealership commercials, the subject begins to lose mental control. That's when you send in the whining children...
Cut that out, or I will ship you to Norilsk in a box.
That's Neutral. It has several subtypes.
Neutral: The one you specified. Somebody who doesn't specifically care much about these things. Most normal people go here, who don't spend a whole lot of time thinking about whether they're being completely moral or whether they follow the law exactly.
Amoral: Animals. No understanding of moral issues.
True Neutral: Dedication to Neutrality as a concept. Mostly applied to Druids. In my understanding a Druid's point of view is that things must persist. The kobolds must not exterminate the humans, nor the humans the kobolds. The druid will actively try to maintain balance between forces.
D&D Evil:
Lawful: Think lawyer type trying to screw people out of their money by using every legal resource to their advantage. This kind of person would argue that "Law == Morality", and that since it's legal for them to screw somebody out of all their money, there's nothing wrong with it.
Neutral: Selfish. No honor or tradition. Driven by self-interest. Will adhere to law or ignore it, whichever brings the greatest advantage.
Chaotic: What most games assume "evil" to be. Pointlessly sadistic, kills random people, backstabs associates even when against their own self-interest, because you see, they're EVIL and can't get along with anybody for any length of time. In the real world these would be insane.
I note that all the times you cite when torture didn't work, the victim was innocent or at least ignorant. The point is when Jack tortures someone he always gets results. This all underlies the idea that torture works, that it reveals truth. All of which those who actually have experience of it (not myself, fortunately) will tell you is complete bullshit.
But that's not why we condemn it:
The effectiveness or not is a moot point - however effective it is, the price is too high.
There is a documented case during the Vietnam war: Nguyen Van Tai was interrogated by the CIA and its allies.
Years of isolation, torture of both the subtle and not so subtle kind.
The guy managed to give false information for years, with occasional bits of truth that was not useful anymore by the time he gave it.
The CIA decided at the time he was proof torture was not useful. Not even a matter or ethics: it just doesn't work.
Just Google for "Nguyen Van Tai" CIA "Frank Snepp"
the Dungeon Keeper games. You built torture chambers in your dungeon so you could attract Dark Mistresses who helped torture your creatures to make them work harder, or your enemies creatures to make them reveal information, join your side or die and return as ghosts. Your own Dark Mistresses actually liked you more after you personally tortured them. The related torture animations and sounds were pretty cool, especially for back then. This was back before Bullfrog was acquired by EA, and Peter Molyneux was closer to delivering his promises.
what?
Just ask this guy. (But what does he know, he only got results like info on Zarqawi's location, not revenge.)
PHEM - party like it's 1997-2003!
What do you think happens to the squares in complete rows, you insensitive clod? Oh, sure, they just 'disappear'. Murderer.
The whole 'torture doesn't work' argument is valid, but only if you use the process being described. Relying on a single person's confession is bad practice. It's comparable to performing one test in an experiment and using that as your findings. One would think you would have multiple interrogations and be able sort out the differences and inconsistencies to piece together pretty accurate intel. Like other have said though, the 'accuracy' of torture shouldn't be the deciding factor. If that's where we are as a society, then maybe it's too late.