Abstract
In this paper the authors argue that games have not yet lived up to their potential in acting as compelling engines for moral or ethical reflection. Despite the prevalence of moral choice systems within games, modern titles currently lack the nuance and sophistication required to permit insight into anything meaningful regarding moral and immoral behaviour. The role games play in shaping moral outlooks is contentious and controversial. It is necessary to address this topic within a firm academic framework which we can use to understand the limits game developers have with regards to building emotionally resonant and morally complex games. To this end, the authors have reviewed the literature on the topics of morality and ethics in computer games with the intention of outlining this framework.
While the narrative structure of games may offer opportunities for empathy and identification with player characters, the ludic requirements of balance serve to instantiate limits on both player agency and the viable set of actions. Within the context of games with a significant ethical component, these serve as the ideological limits within which moral context is bounded. Existing moral systems within games tend to adopt a perspective that is both binary and utilitarian, and the lack of real consequences for a player’s choice imposes a shallowness on subsequent reflection. We discuss how this problem has been addressed to date within modern video games and evaluate the success of such endeavours.
For games to truly meet their potential in this regard, it is necessary for them to offer something that is not present in other forms of literature. The nature of interactivity here offers some promise that players being made to enact rather than simply observe a choice will spur deeper consideration of the implications. This is predicated, however, on a sufficient level of player ownership of the actions a character takes. Current research on this topic is conflicted, and in the conclusion of the paper the authors outline a research agenda aimed at addressing this issue.
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Heron, M., Belford, P. ‘It’s only a game’ — ethics, empathy and identification in game morality systems. Comput Game J 3, 34–53 (2014). https://doi.org/10.1007/BF03392356
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DOI: https://doi.org/10.1007/BF03392356