"...morality. What is it? Why do we need it? Our ancestors, shortly after discovering fire, build tools to beat each-other over the head and discovered how to make meat to celibrate with afterwards. Then, Columbus came over, shut down the pilgrim disco's. Why? All very confusing if you ask me. And you did. And I asked myself: That is a perfect subject for a region wide discussion show. Which is very lucky, because I happen to host one." Maurice Chavez, VCPR
Morality in videogames seems to be stuck in a dichotomy between good and evil, there is no middle ground. Like Yatzhee said, you're either Madre Theresa or your the embodiment of Antichrist.
The decisions you make, in-game, don't really change the course of the game and don't enhance the experience, they change the final cut-scene. You know, the "good ending" and "bad ending" thingy.
This simplification of morality is something that not only affects gameplay mechanics but it also ruins character development and story progression. It's hard to sympathise with someone that has the charisma and personality of a cardboard box. Personally, I'm sick of 1-dimensional characters and half-assed plots with uninteresting conspiracies and uninteresting villains.
The problem is that most games create moral systems that are too obtuse and don't take into consideration the complexity of human nature and the ambiguity of moral values.
Of course, there are moral values that are widely accepted as "correct", like not killing,stealing,raping,etc...
But aside from that, each individual as a different perspective, outlook on life and has their own moral code. This moral subjectivism assures a wide variety of personalities and makes it difficult to label people. You can say the that the mafioso were evil bastards, but you can deny that they had strong family values and showed genuine love and appreciation for their relatives and community. Then you have men that don't disrupt and good professionals but beat their wife's and kids... and you also have republicans.
Motion Blur, 3-D, slow game-play mechanics, "gritty realism", high-res textures, crap like that isn't going to make your games more immersive and realistic.
There is still room for creative, quirky, fun games with their own unique universe.
The most important think is that you always have to had a human touch to what you do, add a little bit of humanity, even to the odd and bizarre. That is what will make us connect on a higher level.
And writing characters with more complex personalities certainly helps.
Ironically, all I'm giving you is extreme examples, but I think you guys get the point. Right?
Morality in videogames seems to be stuck in a dichotomy between good and evil, there is no middle ground. Like Yatzhee said, you're either Madre Theresa or your the embodiment of Antichrist.
The decisions you make, in-game, don't really change the course of the game and don't enhance the experience, they change the final cut-scene. You know, the "good ending" and "bad ending" thingy.
This simplification of morality is something that not only affects gameplay mechanics but it also ruins character development and story progression. It's hard to sympathise with someone that has the charisma and personality of a cardboard box. Personally, I'm sick of 1-dimensional characters and half-assed plots with uninteresting conspiracies and uninteresting villains.
The problem is that most games create moral systems that are too obtuse and don't take into consideration the complexity of human nature and the ambiguity of moral values.
Of course, there are moral values that are widely accepted as "correct", like not killing,stealing,raping,etc...
But aside from that, each individual as a different perspective, outlook on life and has their own moral code. This moral subjectivism assures a wide variety of personalities and makes it difficult to label people. You can say the that the mafioso were evil bastards, but you can deny that they had strong family values and showed genuine love and appreciation for their relatives and community. Then you have men that don't disrupt and good professionals but beat their wife's and kids... and you also have republicans.
Motion Blur, 3-D, slow game-play mechanics, "gritty realism", high-res textures, crap like that isn't going to make your games more immersive and realistic.
There is still room for creative, quirky, fun games with their own unique universe.
The most important think is that you always have to had a human touch to what you do, add a little bit of humanity, even to the odd and bizarre. That is what will make us connect on a higher level.
And writing characters with more complex personalities certainly helps.
Ironically, all I'm giving you is extreme examples, but I think you guys get the point. Right?