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Daniel Golding
09 Jan, 2008

The moral dilemma

PALGN Feature | To play, or not to play?
The history of early cinema is littered with tall tales of audiences fleeing in terror from their first viewing of a motion picture. Cult luminary Jean-Luc Godard’s film, Les Carabiniers (1963) features its turn-of-the-century hero fleeing in terror as he watches the Lumier brother’s The Arrival of a Train at a Station. The idea is that early audiences, so unused to the realism that the cinema could convey, thought that the images they saw on the screen were happening before their very eyes. Godard’s protagonist, for example, thought he was about to be hit by a train, and reacted accordingly.

It’s tempting to apply this to the history of early videogames. Since the first-person shooter was invented, there has been controversy after controversy over violence in gaming. It could be argued that moral critics of videogames have made the same elementary error - they have mistaken the images on the screen as reality, and reacted accordingly.

It is unlikely, however, for any player to seriously mistake gaming for reality, or reality for gaming. As proponents of videogames have argued every time a Manhunt 2 comes out, if someone carried over their in-game actions to reality as a result of playing the game, there would almost certainly have already been something psychologically unbalanced about them beforehand.

Navigate the skies with ease. Buy a bagel? Not so much.

Navigate the skies with ease. Buy a bagel? Not so much.
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As Barry Atkins argues in More Than A Game, “If [videogames] are simulating something, then [they are] not simulating lived experience.” This is regardless of the graphical quality or realism of a game. When we play a game - by definition - there are implicit rules about what we can and cannot do. For instance, when we play Spider-Man 3, we navigate through an impressively recreated Manhattan. We can fly from building to building, we can beat up street criminals and thwart crime, but we cannot buy a bagel from a trademark New York street stand. When we play Call of Duty 4, we can shoot all manner of incoming enemies, but we cannot become a conscientious objector. It is simply outside the rules of the game. To conscientiously object would be to not play the game.

After all, to play a game is to play the protagonist - to take on a character like in theatre sports, or schoolyard game. The protagonists of Call of Duty 4 do not ever consider conscientiously objecting, and so to play the game we cannot either. When we play Half-Life, we become Gordon Freeman, who does not object to mowing down thousands of enemy soldiers in the name of self-preservation. This is not necessarily a moral choice on behalf of the player. It is a choice to play the game.

However, it does not follow that we cannot judge a game on moral grounds. The actions of the player are, in most cases, dictated by the creators of the game and are therefore often more their moral choices than those of the player. We may, therefore, question IO Interactive’s decision to create situations in Kane and Lynch: Dead Men where the player is rewarded for firing upon innocent bystanders. But again, the fiction of the game comes in - Kane and Lynch are psychopathic anti-heroes, and narratively speaking, it makes sense to fire upon innocents.

Soldier #1 prepares to hand the enemy a posy of flowers.

Soldier #1 prepares to hand the enemy a posy of flowers.
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This strikes at the heart of the issue. If Kane and Lynch was a film, it would be narratively justifiable, and unlikely to raise the hackles of any moral watchdog. As a game, it requires those consuming the product to act out such heinous acts rather than simply observing them. There is a level of distance in a film, a disassociation enabled by the simple observatory nature of it. Videogames, on the other hand, require participation without necessarily offering moral choice. The player has not necessarily chosen to be a violent psychopath, but they must act as one nonetheless. Once you decide to play a game, you are locked into its own moral constructs - rare is the possibility of creating your own morality. Even RPGs, so often touted as the ethical dilemma games, routinely only offer a reasonably binary choice between nice and giving, and nasty and ruthless.

It is true that critics of videogame violence largely prefer to make baser arguments than these, but this is undeniably the reason games are singled out over films for violence. It is the ‘play’ aspect that sets games aside: to play as a character, or within a setting beyond your control is, in a sense, to hand over your own sense of morality to the game designers. It is the ease in which the nature of games allows critics to suggest player complicity that makes them a larger target. A film-goer is not complicit in the actions just witnessed because they were only observed, just as a reader is not complicit in the morality of a book. However, because the player of a game is more directly responsible for any given action occurring, it is easier to claim moral involvement.

Do you like binary choices: yes or no?

Do you like binary choices: yes or no?
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However, if we are to compare playing a game with watching a film, or reading a book, we can draw some interesting parallels. Just as there is a certain amount of ‘literacy’ involved in playing a game (a giant ‘X’ means a weak spot, for example), we can potentially compare any action required to complete the game to reading a paragraph of a book, in a mechanical sense. Both are actions that necessarily require user skill and input in order to progress. That is, you can’t complete Call of Duty 4 without shooting enemies, just as you can’t complete War and Peace without reading paragraphs.

This is not to suggest that gamers shouldn’t think about their actions while playing a game. And certainly, any gamer thoughtful enough not to play a game because of the morality contained should be applauded. The prevalence of violence in videogames is worrying, especially as for a game to be considered ‘mature’, it almost certainly will contain violence. But it is time for critics of videogame violence to rethink their attack, or at least give a more definite reason why ‘doing’ is so much worse than ‘watching’. Because at the moment, they still look like those early audiences watching The Arrival of a Train at a Station, mistaking fiction for reality.

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14 Comments
4 years ago
Daniel Golding wrote
The prevalence of violence in videogames is worrying
Daniel Golding wrote
And certainly, any gamer thoughtful enough not to play a game because of the morality contained should be applauded.
I agree with you icon_biggrin.gif .

Can't think of anything to say but... good article.

Edit:
I think the problem between the critics and the gamers (and sometimes within the gaming community) isn't the ignorance of both side but what is the acceptable level of violence.

Some gamers are more than happy to play any games they want and is outraged that some games are banned because its violent, some doesn't care it was banned because they thought it was the right decision and critics who thinks the game is violent just want it banned.

I do refuse to play games I think its morally wrong (like GTA series) but then this article give a good insight with morality and games. I also try and play games that isn't too violent.

This is why I like Daniel's article. He touch on issues that many gamers does not often think about.
4 years ago
Actually you can complete Call of Duty without shooting, at least in single player with grenades, damn hard to do though.

Anywho, there is also a level of distance within a game that is commonly misunderstood by the masses that just because you interacted with it you therefore did it, in both cases with film you are simply viewing, with games you are simply following a preset control scheme that varies from the actual action, it is unlikely someone will, for instance, get into a fist fight and look for an blue X to then proceed to choke the individual. Morally yes you are making the individual in question choke the opponent, however, you are also not choking the individual, hence the distance. Even with FPS' the arcade counterparts carry more weight with the actual action than PC/ console gaming (minus light guns) and they have been prevalent for decades without much fuss, and even now the light gun itself isn't at the centre of the issue the medium is.

The moral high ground in this sense would be if an individual chose to be a PC FPS player as opposed to an arcade type since they would be forgoing the direct relation of you grab light gun, you aim at e-person, you pull trigger and they die, to a more distanced you hover mouse over person with gun equipped, you left or right click, they die.

So I think even with gaming there's just as much distance from the action and moral implications as there is with film in most instances. Granted, depressing a button is similar to depressing a trigger, however outside of that aspect the similarities end.

Edit: Completely forgot to add, was a very insightful article to read.
4 years ago
spectacular one of the best articles iv read so far. icon_smile.gif
4 years ago
We kill hundreds of enemy's in games without mercy or remorse not because we think it's ok to kill but because we know these little digital people aren't real and some guy in America made them using Myer 3D and some other guy created it's animation while others created the code to bind everything together.
The digital characters have no humanity and are alien to us, it's when the developers add even the tiniest bit of humanity and emotion to these characters and heavily ground them in reality do we actually start to feel real human emotion towards then and morally object to violence towards them.

For instance "The Darkness" has us gunning down cops, innocent bystanders and gang members then it has us eating their hears...very violent but we don't hesitate to pull the trigger to kill them because they don't seem human to us BUT as soon as the developers add the smallest shred of humanity to a character such as Jenny we morally object to violence against her because she seems so real. We sat on the lounge hugging her watching TV...so much like reality and because of this the second something bad happened to her we feel sad and wish we could of stopped her from getting hurt.

Every body hated
Darkness spoilers as part of the argument wrote
Jenny getting killed because we are human and unlike "bad guy X" and "Boss Y" she reminded us of a real person due to the deviously real humanity that radiated from her thus spurring our own sense of humanity which sent off warning signs when something happened to her opening the flood gates of our own real emotions
If all characters were "Human" like Jenny in "the Darkness" than yes i would morally object to violence against them in Video games but the fact is developers don't give "bad guy X and Y" a sense of humanity thus detaching them so much from reality that we actually have fun shooting them in the face.


Graphics and Violence in video games may be getting more realistic looking but that doesn't mean that the violence is more realistic, characters still for the most part haven't emotionally changed since the old 8 bit era

the saying
"it's not on the outside that matters but on the inside" holds true to violence in games


i hope you understand what im trying to say here icon_smile.gif

Mod edit: Please be mindful of spoilers and hide them accordingly (code to use is found in the Rules section).
4 years ago
^

Thanks for that, i was going to buy the darkness today icon_confused.gif
4 years ago
Sorry

i thought because it was an old game no one would care like how no one gives a rats ass when you tell them Bruce Willis is a ghost in the sixth sense
4 years ago
^

i'd be careful there, there has been a sixth sense incident before.

I found it for a cheap price, not a game i wanted to pay full price for, so i waited till it was this price.

just make sure you are covered by whiting anything that may be classed as spoilerish
4 years ago
Daniel Golding wrote
The prevalence of violence in videogames is worrying, especially as for a game to be considered ‘mature’, it almost certainly will contain violence.
This is something that has irked me for a while - the idea that a game is to be considered 'mature' simply because it involves guns, blood, and/or naughty words. The notion that just because it carries a 'Mature' rating the content is, by default, intellectually mature rather than simply gratuitous. I mean who here hasn't come face to face with that old chestnut "I don't play Kiddie games, I only play Mature games", which is usually followed up by 'proof' of the point by way of name dropping the latest army-of-one styled FPS. As if it was a better, more satisfying experience simply because you have to be a certain age to play it...

If games started showing the kind of depth of character and complexity of plot and themes that most (decent) mature rated books/films do it'd go a long way to both quieting the noise holes of anti-gaming advocates, and helping the industry move away from the 'just a game' mentality that it is burdened with.
4 years ago
^

i really have to congratulate nintendo on that front, being able to make good games that would be classed as kiddie, a little bit of creativity can go a hell of a long way (all the way to Japan icon_smile.gif). I currently find myself sick of fps games (not the violence just the concept) and that is a good reason to applaud portal or any other game that could be classed as first person that doesn't always involve blowing the utter crap out of people.
4 years ago
Great article. I agree about the not playing some games part particularly, after having my house and car broken into a few times the whole concept of GTA revolts me, so I've avoided it. Same for Manhunt.

Surprised no one has mentioned Bioshock, again it's a polar decision you either harvest the little sisters or rescue them, but like coco said, they invested some humanity into them and you do care.
4 years ago
games with linear plots i will just play, but games that u can make choices in, will mostly make the morally better choice
4 years ago
3mt wrote
games with linear plots i will just play, but games that u can make choices in, will mostly make the morally better choice
I'm the same way.If I play a game where I have the choice of killing or not killing an innocent, I will choose not to 99% of the time.
4 years ago
Gamesta wrote
3mt wrote
games with linear plots i will just play, but games that u can make choices in, will mostly make the morally better choice
I'm the same way.If I play a game where I have the choice of killing or not killing an innocent, I will choose not to 99% of the time.
Ditto, but thats pretty much entirely due to most games rewarding you for taking the 'good' path. If I didn't think I was going to get a bonus for doing so I'd be engaging in a bit of the ultraviolence. icon_razz.gif
4 years ago
*bump*
only because it happened in this thread

Well i went and got The Darkness, and now that mr spoiler's (coco_bagel) spoiled moment has passed, i just have to re-iterate, thanks a bunch for that, you really ruined that for me!!!!!!! icon_evil.gif

edit: you neg me because some tool didn't white out his spoiler and ruined a game for me, noted.
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