Morality Systems

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DrgoFx

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As we all know, games have been using morality systems, some better than others. My question is this Escapist, what would be the true Morality system for you and how would you specifically design it? Do you think Morality systems are even a good thing?

For me personally, I think a morality system modeled after DnD would be perfect. Lawful, chaotic, neutral, good and evil. I know for a fact that we can't just bring in every thinkable personality in the world, but I believe something like this would be a good choice, giving us a total of nine possible personalities.

What's your thought process Escapist?
 

Aircross

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Jun 16, 2011
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What I liked the most about Deus Ex (played it for the first time last summer) is that your decisions are not divided into "good" or "evil" and, and the developers didn't label them as such.

I say, can the morality system and morality bars and just have actions and consequences.
 

Kahunaburger

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I don't like morality systems unless they're actually part of the world. So good/evil/law/chaos in Planescape: Torment is cool, but paragon/renegade is basically A) a crutch that B) significantly impedes the writing.
 

Hyper-space

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A proper morality system would be non-existent, giving you choices that are not cut and dry Good/Evil or grey in a way that it doesn't leave you questioning whether you did the right thing.

Basically, a lot of "grey" moral choices involve screwing either person/party A or person/party B equally over, the aftermath is pretty much "yeah, that happened". You do not ask yourself afterwards whether it was the right thing or what the consequences will be, that would be a much better morality system: true grey.
 

TephlonPrice

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This is why I like Alpha Protocol.

There's no real clear-cut good choice, even it seems obvious. So every choice exists in a state of grey & it's only based on what you know & your past efforts & your associations.

If I designed a morality system, it's based around the fact that there's no real clear-cut choice & that every choice is one you would make. So if you screw someone over, it's because of a choice you made because of the situation warranting it & based on what you know, not just good or evil.
 

tippy2k2

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TephlonPrice said:
This is why I like Alpha Protocol.

There's no real clear-cut good choice, even it seems obvious. So every choice exists in a state of grey & it's only based on what you know & your past efforts & your associations.

If I designed a morality system, it's based around the fact that there's no real clear-cut choice & that every choice is one you would make. So if you screw someone over, it's because of a choice you made because of the situation warranting it & based on what you know, not just good or evil.
God I wish Alpha Protocol would have been better so that more people played it. So much potential that just gets hurt by iffy game-play...

I highly agree with this. There should be no good/evil bar (especially considering morality itself is a grey concept) that tells you if you're Satan or Jesus; just choices that end with consequences.
 

PotluckBrigand

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I think being able to be good or evil is fine, but I don't like receiving nebulous rewards as a consequence, such as "Dark Side Points" or whatever.

I think the Elder Scrolls games do a good job of that... if I want to be a dick I can be a dick and it's just about what my character will do, not about some goal I'm working towards like "I need X number of evil deeds so I can do Y." Very fourth-wall breaking for me.
 

dessertmonkeyjk

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I've been fiddling around with this idea in my spare time but if each society (nation, town, clan, etc.) has a shared ideal of what's good and bad then that's how they'll judge your moral. Then there's the personal relationships which are more specific such as agreeing with a society standpoint but not on how they handle it. Then there's you. There is no true line of what is right or wrong when what you think is right will be considered wrong by someone else.

Now... how do we make a system for that in a video game?

(Hint: you need to be thorough)
 

DoPo

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Jan 30, 2012
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No, the nine D&D alignments aren't good (lowercase 'g' there). Nor is any other morality system that basically emulates them (a lot of them). I'd rather morality be non-existent (as in "not visible and measured") than being stuck with a stupid system like that.

Why it's stupid? Well, D&D's system only works for D&D and people have to understand that. In D&D morality is objective - there are literal forces and planes of Good, Evil, Neutral, Lawful, etc. It is external. If you say somebody is Evil, then they are Evil, not somebody who has the greater good of mankind as their ultimate goal. The reason is simple - because it can justify killing things easier. If you say "this necromancer is Evil" it is really easy to then just murder them. No, the necromancer doesn't need patience and understanding to turn from his ways of black magic - he wants living things to suffer that's his goal. That was the entire goal behind the alignments system - to simplify the morality.

With that in mind, you can see why it's bad to emulate that - it means that morality is objective, i.e., it's governed by external things rather than personal motivations. So the games that use that oversimplify the things and render all moral choices shallow.

DA:O is a good example where the morality is removed and it works. You can tell who of your companions is basically a good guy or not. They have their own beliefs for what is right or wrong but still some are genuinely better than the others. Your own choices aren't ranked and scored but you can still see what is generally good or bad - you can be a total dick to the guy who killed your family, because Fuck. That. Guy! He killed your family, he doesn't deserve pity (perhaps)! So you can be totally evil on his ass but still overall a good person to everybody else. And you aren't penalised for that. The morality choices carry their own reward or penalty, so you can still have the character you want.

Another good example is the Witcher - in that case a D&D style morality just doesn't work, because the whole universe is in just shades of grey. Moral choices carry with them their own rewards and often you can't really say what is "the good" or "the evil" option simply because of all the grey in there.

Now, Mass Effect's Paragon/Renegade is a good system because it doesn't go after the traditional Good/Evil but rather it makes the things more personal. Paragon is generally close to "good" but Renegade isn't necessarily being "evil". The two are just personal choices Shepard can take, sometimes it's better to not play by the rules, sometimes the rules just get in your way. But the system still has it's downside - ranking it. Well, ranking isn't too bad by itself but when you have to get one of the ratings to the maximum (or whatever rating it was) to max out the social skill, then it breaks down because it no longer gives you the freedom it intended. The player may fin themselves thinking "Well, on the one hand I really want to flip this guy off because he's annoying me, but on the other hand, I need those Paragon points to max out Persuasion." And here lies the problem - the personal choices devolve into something else and no longer serve their intention. No longer even being "moral" choices - they turn into just another pool of pure mechanical representation. Nothing more than hitpoints or DPS - the player will just strive for the optimum, rather than whatever feels most comfortable.

And also some of the Renegade choices fucking suck. "Oh you're randomly being a jerk here, let me fill your red meter." But the same can be said about other morality systems - the "evil" options are sometimes nothing more than being extremely dickish. I tried playing a Lawful Evil character in NWN 2 but the representation of that was just fucked up. I wanted my character to maintain a facade of normality, while secretly being as evil as possible but it just didn't work. If he was to be evil, he would have skipped a lot of optional sidequests, because picking the evil option in dialogues 1. would guarantee the NPC wouldn't want to talk to them 2. were mind bogglingly stupid. I wouldn't play Lawful Evil if I picked even half of those, I would be playing Stupid Evil. Being a douche just for the lulz.
 

TheBestPieEver

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I like them when they are not a "Complete arsehole or Paragon of virtue shat by god" type of thing. One thing I do not like it's that most game developers judge me as evil even though I am just selfish (and yes, I admit it)
 

DoPo

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dessertmonkeyjk said:
I've been fiddling around with this idea in my spare time but if each society (nation, town, clan, etc.) has a shared ideal of what's good and bad then that's how they'll judge your moral. Then there's the personal relationships which are more specific such as agreeing with a society standpoint but not on how they handle it. Then there's you. There is no true line of what is right or wrong when what you think is right will be considered wrong by someone else.

Now... how do we make a system for that in a video game?

(Hint: you need to be thorough)
It is rather easy, really. Also, really time consuming and hard.

EDIT: Damn, it came out a wall of text. I wasn't even really as thorough as I wanted to be. Sorry people, I'll try to add a TL;DR version.

Let's start with the first bit - society morals. Society is a bit misused here but let's go with that - by society we're talking about a group of people - be they the population of a city/country (it's just that fantasy countries either tend to be small, or take up all the space and just have diverse cities), or maybe the followers of a religion. As a whole the society has certain moral norms, let's say, for the sake of the example, that these norms are "Don't steal", "Don't kill" and "Don't disturb the peace"[footnote]For the sake of simplicity in video games, let's have that mean "don't draw your weapon in public"[/footnote] (rather generic but easy). So the society would have laws to restrict these offences. Another society might have a different set of morals, for the sake of the example again, let's say it's the previous three, plus "Don't ride horses in the city." So, if we have both previous societies representing different medieval-ish cities, city A and city B will impose fines for different activities. That means that you can happily gallop though the main street of one on top of a horse, but the same act will get you fined in the other one.

This is an example of different morals of societies. Travelling to a different area (city/kingdom) will come with at least slightly different restrictions. But we can elaborate on this. There are different degrees of how "bad" each of the actions is. Let's assume that city A considers stealing a really big offence - on par with killing[footnote]Why would that be? Exercise for the reader - there could be a lot of interesting reasons for that - maybe something to do with the mythology (say, if Eve is considered to have stolen the apple)or maybe it is a generally a poor but hard working region and stealing is not only a sign of laziness but it's could potentially really inconvenience the victim - making them work doubly hard to make up for the loss. Or something else entirely.[/footnote], while in city B stealing is a rather minor offence - the fine would be the price of the stolen stuff plus 10% on top. This gives more of a feel of difference to the different societies. And maybe some offences are considered really minor and aren't enforced by the law but people would just avoid you - maybe the "don't ride a horse" thing isn't a punishable offence but if you do ride a horse in the city, most people would avoid and not talk to you until you get down.

So, until now, we have a way to represent morality (only actual offences, more on the other part later) for different areas. While the cities (yeah, let's go with cities) may have uphold different morals, they aren't the only thing that comes under "society". So for our fictional example, let's add religion and a thieves guild. Each of these societies would have their own set of morals that could very well be different from the general ones.

Let's examine the religion first: maybe it could be considered a "good" religion, so the the general rules of the city are also their own - they don't steal or kill. They could have more harsh penalties for some offences, though, let's say you draw a weapon in front of their temple - the religious society would not appreciate that one bit. But aside from the current laws carrying different "weight", they also have some laws of their own - in addition to the normal ones, there is "do not cover your head in a temple"[footnote]Yes, "no hats inside". Just roll with it, I couldn't think of something better for the time being.[/footnote] - another different thing to distinguish a society.

And now how about the society of thieves? They would certainly not have the "don't steal" rule and can very well not conform to the city regulations at all. Let's assume that their laws revolve around "honour among thieves", so their rules are "Pay your membership tax regularly", "Don't kill another thief" and "Don't use bows"[footnote]Rather easy to implement in a game, that's why I chose it.[/footnote]. Obviously, the dissonance between their morals and those of the other societies conflict. And that is the beauty of it - it further distinguishes their societies and norms.

So those are all ways to shape the ethic outlook of societies. But what about actual, you know, goodness, not just the sins? Well it's not hard to implement, one way is to give benefits to those who keep to the rules - money, respect, housing - it depends on the society. Respect is the easiest to represent, so let's go with that. I rather liked what the Elder Scrolls did with the reputation (mainly Morrowind/Daggerfall), so why not have something similar - people have a certain amount of respect for you and if they consider you moral, they would respect you more. Aside from the pure laws, there can be other morals that aren't punishable but do make people respect you more or less depending on whether you uphold them or not. If the citizens of city A consider it good to always tell the truth, then in conversations lying can make you lose respect while confessing or uncovering lies can gain you respect. The religion, however, may have it's own virtues as would other societies.

...

So, that's about societies. Rather basic but it serves as an example. Society's morals are partly upheld by law and partly by respecting and liking those who they deem virtuous.

Now, for the next bit - personal relationships. Frankly, I didn't exactly catch what you meant, but I believe it's about specific NPCs views on morality. So, I will handle it as personal ethics for the other characters. Just give me a shout if you meant something else.

So, it is, well not too hard to do it, although there are some limitations (more on this below). First of all, not all NPCs will have the exact same moral values. Working within the framework we have, let's say that one NPC citizen has a really strict views regarding stealing. If they witness one, they are way more likely to report it, or perhaps outright attack the thief. In the case of the player, this could mean that they would report you no matter how much respect they've had so far for you. And perhaps the loss of respect would be greater in them, than other NPCs.

So far so good, but we could also have NPCs who are rather lax on some of the morality points, so another citizen could maybe not very much care if they witness stealing. This is a conflict between the society and the NPC, on the other hand. Similar to the real world, the NPC will have to choose exactly what to do. The easiest thing to do is to only report the crime, if there is a guardsman nearby or other citizens. If there aren't - then tough luck. Our "less moral" citizen walks of with clean conscious, so to say - society can't judge, if they don't know about the moral slip. Also, if they witness the player stealing, there may still be a loss of respect but a minor one.

NPCs with vastly different moral values than the others around them will be faced with a choices:
a) they grit their teeth, so to say, and continue living there. Depending on how different their morals are, maybe they can survive without getting into trouble. Or maybe they can't and will fall victim (figuratively or literally) of society's laws.
b) They leave and join a different society that better supports their views. So maybe somebody will join the thieves guild, if they don't believe in any of their city's morals. Or they could move to another city, if that would work. On the other hand, if an NPC values the moral laws highly, they could join the religion.
c) They become pariahs and just leave. They could just travel a lot or settle down away from other people, whatever makes more sense.
d) They band with other people with similar views (assuming there are any) and form another society. Maybe they start a religion or go and build a new village.

Well c) and d) are slightly harder to implement but that is because I'm rather vague there, if we can have some more concrete rules if there is an actual game we're talking about or we're creating one. But for now, it's just vagueness.

Finally, NPCs could very well have some moral views on their own, not just modification of the society's. One may view using bows as "sinful"[footnote]OK, that ma not be the best example but it's just an illustration. I can't think of anything better at the moment. :([/footnote] (assuming they aren't a thief, of course) and as such the player would lose respect with them over it. And so on and so forth - in short, NPCs could have some individual morality outside the society's.

But as I mentioned way back - limitations on the personal relationships. And that limitation is the respect. It could start to vary too wildly over sensitive matters amplified by personal views, or, if improperly handled, it could barely make a significance. It's not actually that hard to make the respect meter/value behave as intended, only the description so far is rather vague, we need something more final to do it.

...

And finally you. That is the easiest and simultaneously hardest part. It's easiest because you as a player are making the choices. Depending on the society, their morality views may make sense to you or they may sound like absolute bullshit. So you can choose to stick to the morality or not, maybe even find just play in a society where the ethics make sense to you. That's the easiest part. The hardest part is having writers who present actually sensible moral choices other than the typical "It was nice seeing you. Have a nice day!"/"Bye."/"I will kill your firstborn, drink the blood and rape the corpse!"[footnote]You know what I mean.[/footnote]. So, in short - you choose your own actions, thus your own views on morality, but the choices you can make are limited by what the game offers you to choose from.
 
Jul 22, 2009
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Something along the lines of Fallout: New Vegas' system, but with real effects.

Instead of having basically 'Good' and 'Evil' path I liked how depending on your choices you got a title for your behaviour, like my mainly evil character, I did some good and he gained the title 'Smiling thug' in a certain town, if that kind of inbetween could be translated to a game where these titles created consequences (I'm thinking something similar to the ending of Fallout 1 whereby if you have Bloody Mess you automatically kill the Overseer, though it would use your title to determine your action, etc). Maybe I'm just ridiculously ambitious.

Oh well, maybe if I keep these ideas through my Games Design and Programming degree I may actually be able to give them a shot...
 

Lunar Templar

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i like how inFAMOUS did it. meaning the world around you reacted to you as opposed to maybe different dialog every so often to go ' oh, your an asshole' or 'stalwart hero of the land' like Bioware dose.

speaking of, your over all morality rating should effect your companions in a way you can't bribe out of, meaning, if i feed the soul of a child to a demon, i shouldn't be 1 or 2 shiny objects they like away from recovering the loss
 

Morgan Sandiford

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So, many of you must be familiar with Echo Bazaar. In it you often take your actions blind to what the statistical effect will be beyond how it's described. As well the morality isn't cut and dry good and evil theres a spectrum of characteristics ranging from Hedonist to Melancholy. I like this way of going about it.
 

Biosophilogical

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DrgoFx said:
Morality, as a subjective quality, is not really a great game mechanic. It should be more of a bonus, or a layer of complexity added to the game.

I like the morality systems in InFamous and Fable 1; the former because it adds a layer of complexity to both the mechanics and the story, and the latter because it allows greater customisation of your character[footnote]You could still be an arse without getting horns and what-not, but it wouldn't feel like you were being an arse so much as you were taking an alternative route[/footnote].

I think it would be better, if you really wanted your choices to mean something in-game, to have a more fluid game world, where your choices are just choices (a selfish choice might actually help people in the long run, regardless of the fact that it was an 'evil' choice, and the reverse for a selfless choice). You could then have morality thrown in on top of that, just as a character extra to reflect how you've been playing, but being evil shouldn't cause towns to crumble, and being good shouldn't cause them to prosper, unless the actual actions that made you good/evil were such that they would cause such an effect.
 

viranimus

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Honestly, technological limitations impede the implementation of a practical morality system. Its not really the horsepower though You can only script so much and that is a major element causing long developmental times is how complex scripting becomes. In order to pull off a proper morality system you would need billions and perhaps even trillions of script conditions compared to the tens to hundreds of thousands that were able to handle in a typical game. So from a technological standpoint, you would need the capacity for morality to be procedurally generated, much like were beginning to see in visual format (IE look at binding of Issac, or as an older reference, dungeons in Diablo)

So, your not really getting the entire newspaper (You know kids, that "device" people used to learn current information from back before your Ipad programs and wikipedia) Only the headline three articles and maybe half the funnies.
 

Daverson

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Nov 17, 2009
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Frankly, just giving people the choice between being this guy [http://i0.kym-cdn.com/photos/images/original/000/128/847/400x.jpg] or this guy [http://s-ak.buzzfed.com/static/enhanced/terminal01/2011/2/2/13/enhanced-buzz-14954-1296670473-11.jpg] is pretty dumb. It doesn't make sense in a situation where you've got lots of morally grey options (case in point, FO3's "Karma" system, which was even worse in NV), and when it does make sense, it's just cartoonish.

The player should be given choices, and decide on them based on what they think is right, not some predetermined definition of what's "good". Other people have said it in this thread, Deus Ex had it right.
 

octafish

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TephlonPrice said:
This is why I like Alpha Protocol.

There's no real clear-cut good choice, even it seems obvious. So every choice exists in a state of grey & it's only based on what you know & your past efforts & your associations.

If I designed a morality system, it's based around the fact that there's no real clear-cut choice & that every choice is one you would make. So if you screw someone over, it's because of a choice you made because of the situation warranting it & based on what you know, not just good or evil.
Of course what made Alpha Protocol work so well is that all those choices had consequences that changed the course of the story. Lots of games give you choices but they don't make a difference to the story.

I prefer games that give you a choice and then you can decide based on either your morality or what you think your character would do. No meter fills up, no horns grow, NPCs change their opinions of you that gifts can't change, no binary good/evil dialoque cues, different things happen based on what you did. Then you deal with it.
 

BenzSmoke

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I'd prefer an "invisible morality system" where just NPC's react to your actions and there's no ingame karma meter or notification of "+10 bad points/good points."