GTA4: values at play

Mikhail FaustinGTA4, viewed strictly from a narrative, “playable movie” perspective, does offer a coherent moral worldview, one in which the bonds of kinship trumps other personal commitments. It’s not a universalist worldview but rather one tied strictly to, as Helen Haste emphasized, the conventions of a known and well-understood genre. Condemning any of the GTA games for “teaching” evil behavior would only make sense if players were unable to recognize genre play – a danger that some research suggests is both overrated but, perhaps, most possible for people who sit far outside the portrayed culture. As Helen pointed out, stories such as Hansel and Gretel convey their moral messages not because the audience confuses fantasy with reality, but they construct a system encompassing both worlds. (“The moral of the story” is abstracted from the specifics of the narrative: Hansel and Gretel doesn’t, I imagine, teach children about pushing old women into ovens!).

If GTA4’s characters take seriously their strong, maybe even stereotyped code of honor, there’s also a clash with the game’s sandbox recreation of New York City. Once the brutal edge of the Euphoria Engine wears off, Sam observed, the open-ended aspects of the game take on a cartoonish feel (Matt specifically cites South Park): running over pedestrians goes from sickening to interesting to flat-out convenient (given that the game’s physics make driving safely almost impossible). It’s another example of the game’s schizophrenia: what it tries to say departs from what you do.

(gk)

GTA4: ruleplaying vs. roleplaying

PoliceThe GTA formula melds two types of gameplay – a rules-based “sim” and a plot-based “story” – into a proven, potently popular, amalgam. Yet sim and story also sit in tension: is the player gaming the rules or the role? As with the character/avatar split, our playtesters felt torn between the two. The tension, it seems, proceeds from the fact that very little in sim mode feeds into story mode, and vice versa. For example: considerable energy goes into maintaining Niko’s relationship with his girlfriend. But having Niko dally with prostitutes seems never to affect that relationship. even though Eric both dreaded yet wanted to see such a plot twist unfold. If the game aspires to having a “social physics,” this is a part of the game where gravity stops working.

Of course, as Josh Diaz pointed out, meshing ruleplaying with roleplaying is no simple task as a matter of both design and computation. Theoretically, player choices within the open ruleset should affect the course of the story. Such a meshing eludes our current technology and technique. The more open the rules, the more possibilities a designer would have to account for – in a fully open system, the player might kill off a character who’s critical to the plot later. (Thus in many games the main characters are strangely immortal until the plotline needs them to die). The designers of GTA4 upped the challenge by erring on the side of openness. As Matthew points out, they stretched out the system to make the gameplay “bigger.”

What’s at stake here is that when critics and developers address the “morality” of a game, they’re generally talking about the game’s narrative level. At that level, the player’s avatar has killed another character. But the level of gameplay or system, the player might merely be engaging in manipulation of the game’s physics engine to score points. Playing Halo 3 with your buddies is more like playing tag than engaging in a street shootout, because the most literal on-screen narrative (guns and ammo) is far less important than the system (physics, teamwork). So well- or ill-intentioned efforts to inject “moral content” into a game can be undermined by the game system itself.

GTA’s critical and commercial success suggests that there’s something to learn from its design about weaving together story and system. For one thing, GTA does offer a way out of the problem of the “railroad” plotline that plagues the adventure game genre. Merely providing spatial movement in open but inert environments is a tease: look, but don’t touch. (This was one reason I couldn’t finish The Longest Journey). GTA took the opposite perspective: touch; better yet, trash! Given GTA’s origins as a “sandbox game,” this dimension of freedom is unsurprising. If there’s a failure of execution in GTA4, as our playtesters seem to feel, perhaps it’s because this legacy obligates Rockstar to offer an even stronger, and even more tightly-integrated, storyline. The game isn’t just competing with other diversions for the player’s attention; it’s also competing with itself.

So, then, a hypothesis: perhaps situating a linear story within a sim makes that story — and its moral dimensions — more palatable? And a corollary: maybe empty freedom makes story constraints all the more meaningful? After all, eventually most GTA4 players tire of stunt jumps and get back to advancing the career of Niko. And, as Matthew points out, GTA4 cleverly unlocks new “verbs” within the sim as the player advances the story, offering new dimensions of experimental freedom as the plot progresses, essentially offering rewards for going to the next stop on the plot’s train track.

(gk)

GTA4: character and avatar

Niko BellicGTA4 received strong critical acclaim for its gritty storyline and characters. Niko, the protagonist, isn’t a blank avatar for the player to inhabit and shape. Rather, he’s a character with a backstory, personality, and his own motivations. Have him kill someone on your way to an early mission and he expresses disappointment in himself, not unlike the hero of a Greek tragedy bemoaning the fate the gods have dealt him. The player is invited to respond to him as alternatively sympathetic and off-putting as his story and history unfolds.

Among the game mechanisms we’ve discussed that encourage moral engagement, probably the most difficult is offering opportunities for reflection. A character with his own views and a modicum of free will, potentially at odds with the player, could serve as a mirror to the player’s choices – a puppet that can question the puppeteer.

But despite the rich possibility in this schism between Niko-as-character and Niko-as-avatar, Doris found the experience “schizophrenic.” She found it hard to reconcile her own motivations with Niko’s. Sam concurred, despite going out of his way to “inhabit” Niko’s character. Matthew suggested that perhaps Niko and his story become a bit of an “ideological salad bar”: so as to appeal to the broadest spectrum of gamers, the writers create a character with an often-conflicting mix of motivations and traits, letting each player latch on to those aspects that explain the character’s actions and the story’s meaning in the most satisfying way.

(gk)

GTA4: our panel of reviewers plumb for moral meaning

grand theft auto IVWhen we first fired up Grand Theft Auto IV on Wednesday night, the gameplay experiences we demonstrated – running over pedestrians, being thrown out of your car, getting into a fistfight with random strangers – elicited gasps from our somewhat mixed audience of gamers and newbies. But I found it telling that, by the end of our conversation, even the newbies seemed to grasp the images for what they are: ragdoll physics played for gags. The short half-life of Euphoria illustrates Sam Gilbert’s chief complaint with the moral world of GTA4: “Through repetition, actions become meaningless… consequences are few and minor, and meaning and investment drips away.”

The next few posts are a reconstruction of the conversation our playtesters (Sam, Doris Rusch, Matthew Weise, together with Josh Diaz and Eric Robinson) had with the full group. (I should note that I (Gene Koo) have not played GTA4 yet to any serious extent, so I’m relying on y’all to correct my mistakes). I was particularly excited by the new folks at this gathering that included Helen Haste, Barry Fishman, and Scott Siedel, all of the Harvard Graduate School of Education and Dave Peth of WGBH.

  1. GTA4: character and avatar
  2. GTA4: ruleplaying vs. roleplaying
  3. GTA4: values at play
  4. GTA4: choice and consequence
  5. GTA4: reintegrating the divided self

Berkman@10 / WGBH workshop wrapup

"Evaluation" Working Group
Yesterday afternoon about 40 participants of the Berkman@10 conference met up to workshop a proposed WGBH transmedia TV show / online game. WGBH Project Director Blyth Lord set the scene with an overview of the project’s goals:

The series will show kids how to think more deeply and creatively about the world they live in, and to make choices based on what they discover.
We have three curricular objectives:

  1. To develop in children an understanding of systems and the pathways to environmental sustainability
  2. To model and encourage positive attitudes and scientific inquiry skills
  3. To connect children to nature

With that set of goals in mind, the workshop broke up into small teams to tackle the project’s big questions. Our brainstorms after the break…

(Big props to Shenja van der Graaf and all the conference organizers at Berkman; Gary Goldberger of Fablevision; Josh Diaz, Eitan Glinert, Marleigh Norton, Peter Rauch, Doris Rusch, and Jaroslav Svelch of GAMBIT Game Labs; Sam Gilbert of the Goodplay Project; and especially Blyth Lord and Marisa Wolsky of WGBH for making this workshop possible!)

– Gene Koo
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Soul of the Machine: Awakening the moral conscience of impersonal systems

Ever since Ultima IV showed us how computer games might embrace virtue, I’ve longed for similar titles with moral depth. Over a year ago, Kent Quirk awoke me to the power that computer games offer and why they are so important right now. At a local Games for Change meetup, Kent showed off Melting Point, a game about climate change. What impressed me about Melting Point was that Kent wasn’t proselytizing for a particular policy or worldview but rather hoping players would understand the interplay of complex systems (climate and economy) and make up their own minds about what, if anything, we should do about it.

This made me realize that computer games can merge two important features — player choice and systems-modeling — to achieve something even more powerful: nurturing morally aware systems-thinking. In other words, I began to see games as a tool to enable people to see that the complex systems around us — whether global trade or ocean ecosystems — have moral consequences, and that we aren’t just idle observers but actors both within and over those systems.

And it’s at this very moment in human history that we, as a species, must learn to see ourselves as moral agents within systems.

Never before has humanity had the power to destroy each other and the world as we know it, whether in clouds of radiation or of carbon dioxide. Never before has so much of humanity been at the mercy not of human tyrants and local lords but of machine code and faraway tribunals. The world, as Max Weber predicted, is becoming an iron cage of systems and bureaucracies beyond human ken.

It’s beyond our common understanding because homo sapiens didn’t evolve to naturally grasp large, complex systems but rather small networks of people. As psychologists are steadily learning, scruples aren’t merely nice but actually hard-wired into our brains. Ask someone whether it’s right to push a big man in front of a runaway train to save the lives of five bystanders, and parts of our brains begin firing to tell us, “no.” But ask whether it’s OK to throw a switch that decides between the fate of a man on one track versus that of five on the other, and those same neurons stay quiet.

So our genetic code instructs us to treat our face-to-face relationships as potentially moral, but our innate moral sense may not extend into our systemic or mediated relationships. Bringing chicken soup to our sick neighbor strikes us as self-evidently virtuous, but shaping our nation’s health care policy — not so much, at least not until it begins affecting us personally. Viewing policy as a structure that embodies collective morality is learned, not instinctual.

Computer games offer at least two possible responses to our collective human predicament. First, they can open players’ eyes to the moral implications of systems by experimenting with them and witnessing the results. Games might offer moments of reflection and of epiphany, connecting personal morality with systemic awareness. A player might see how tweaking health care policies affects a family’s lives, or how environmental regulation could shape the destiny of a polar bear. Games might lead people to begin to see a soul within the machine.

And perhaps systems might begin to learn lessons from game design. Why must the computer systems that exercise more and more control over our daily lives be morally inert? If computer games — mere software — can lead players to weep, perhaps the mechanization of our world needn’t be soulless. If a global society demands that our interpersonal relations become abstracted into an iron cage of systems, can’t we re-envision such systems as a purposeful tool for realizing our collective moral vision?

Computer games won’t solve the problems that face humanity and our planet. But media, from cuneiform to newspapers to film, have always assisted humanity to reach new levels of moral self-realization and galvanize moral action. How fortuitous it may prove that computer games with their unique capacity for choice and systems-modeling should arise at this critical juncture of our evolution.

– Gene Koo

Berkman@10 workshop to feature WGBH transmedia video game

Berkman @ 10We’ll be running a very exciting workshop at the upcoming Berkman @ 10 Conference, where participants will have the opportunity to work on a proposed WGBH transmedia TV show / video game.

when

Friday, May 16
3:15-4:45 (This session will extend into coffee hour)

where

Langdell South

what you’ll do

After project leads from WGBH present the basic goals of the show, we will be breaking up into small teams to brainstorm game designs that will advance the presented goals. We’ll reconvene to hear these ideas and give each other feedback. We’ll then break up a second time to hash out the ideas further, and present our final suggestions.

who will be there

Our team of “valuable gamers” from MIT and Harvard will be facilitating the discussions, but more importantly, we’re looking forward to YOU joining in!

find out more

Latest information posted to our wiki.

Slate’s Chris Baker on the morals of GTA4

I find it interesting that the subtitle for this chat about Grand Theft Auto 4 in Slate hits heavy on the parts of the discussion that implicate morality, even if a lot of the conversation is about other stuff. It also seems to me that “morality” is often discussed in the negative, e.g. “just because it’s violent doesn’t mean it’s (totally) immoral.”

Here are the relevant highlights:

Grand Theft Auto IV is definitely not for kids. (It’s rated M for Mature, the equivalent of an R rating for films, and can’t be sold to anyone under 17. I’d seriously caution any parent to learn more about the game before deciding if it’s appropriate for their kids.)

But there hasn’t been any definitive research showing that virtual violence in video games can spill over into real world behavior.

A ringing endorsement: not proven to cause violence. (See Josh’s earlier post on this kind of anemic self-defense).

My friend Will Tuttle, an editor at Gamespot, compares the game’s story to Doctorow’s novel Ragtime. But he said that the violence was frequently unnerving, and carried more weight than in past entries in the series.
“They’re using the Euphoria engine to create disturbingly realistic ragdoll animations,” says Crispin Boyer, a Senior Executive Editor at the 1UP Network who gave the game an A+. “Nail a pedestrian with your car and they’ll bounce around like Evel Knievel botching a bike jump. It’s sickeningly real—kinda makes your stomach lurch sometimes.”

The crowd does respond realistically—some people will flee, and others will run aup and help or try to fend you off. An ambulance will be called, and some passersby might dial 911. In general, the way pedestrains react to you—and to each other—is amazing. You can actually just stand around watching people, listening to their phone conversations, watching them have fender benders and getting into fights, etc. with no involvement from you.

So, some rudimentary sense of social physics?

The lead character’s conscience is mostly expressed through the game’s excellent dialogue, and through morally ambiguous situations he finds himself in.

I’d love to learn more about this… if it’s what it sounds like, it evokes my memories of playing Torment.

For people who haven’t played the game: The protagonist is a newly arrived immigrant about to go on his first date. He suggests that they go to the “fun fair”, the in-game version of Coney Island. His date is bemused and a little put out that he’d want to do something so cheesy, but she feigns a little enthusiasm to be polite. And then they go bowling. It may sound mundane, but the richness and subtleness of the characterizations surprised me.

I think the deeper writing and characterizations add a richness and a level of nuance to a the game. But it’s still sort of like the Sopranos, it’s about very bad people who do very bad things, though some characters are comparatively more ethical and honorable than others.

(Hey, anyone want to hook me up with a PS3?)

– Gene Koo

New Perspectives on Splinter Cell: Double Agent

Yesterday, Matt demonstrated a scene from Splinter Cell: Double Agent involving an interesting moral exercise.

The situation: The protagonist Sam Fisher, an NSA operative, is undercover in a terrorist group, the JBA. To effectively serve the NSA, he must maintain his cover within the group. If he does not make himself useful to the terrorists, his cover will be blown; if he does not make himself useful to the NSA, they will assume he’s gone rogue and treat him as a terrorist. This is represented by two “trust bars,” as we call them, that effectively measure how useful Sam is to the two groups, and–since trust grants greater freedom in gameplay–how useful they can be to him.

In the scenario we viewed in class, Sam is given a handgun and ordered to execute an innocent civilian, a news pilot called to the scene by a third party. Although the game generally takes place from a third-person perspective, this scene plays out from a first-person view, helping to conceal the distinction between the player and the protagonist. Since there’s no obvious “don’t shoot” button, the player might be led to assume that he has no choice but to shoot the pilot; a look at the HUD, however, reveals that the gun (which appears to be a WWII-era Luger 9mm, for some reason) contains only one bullet, and putting it into the wall counts as sparing the man’s life. (In the demonstration we saw, the player took too long to decide, and an NPC shot the man anyway, taking the decision out of Sam’s hands.)

The first thing this scene does is to remind us that videogames are very good at encouraging people to do things, but a bit less so at encouraging people to not do things. This varies by player and genre, of course, and the stealth genre is arguably all about training the player to not do things (don’t step into that hallway without checking for cameras, don’t attack that guard if you can avoid him, etc.) Still, player action is generally affirmative rather than abstinent in nature.

The second thing this scene does is to remind us that Sam Fisher and the player are not the same person. The decision can be seen as a purely tactical one. If there is any guilt involved–and rational people can disagree on whether or not there should be–it’s extremely unclear whether Sam or the player ought to be feeling guilty. If Sam does not seem to be shaken by the experience, is it because he honestly doesn’t care? Is it because he conceals his emotions, as he’s no doubt been trained to do? Or is it because Sam is conditionally sharing an identity with the player, and the player is the one who’s supposed to be “feeling” for Sam?

The third thing this scene does is to suggest the importance of clearly defined consequences in (fictional) decision-making. While the player is deciding whether or not to shoot, the trust bars demonstrate, in a fairly straightforward way, the consequences of either choice. While the player might not know exactly how those consequences will affect later gameplay, (s)he can guess with some accuracy how much they will.

It was suggested, in discussion, that making the consequences more or less obvious might change people’s reactions to the scene. So let’s go into that a bit. If we start from the assumption that moral actions are actions that produce moral consequences, we’ll likely soon find ourselves in a utilitarian framework. As consequences go, pleasure and pain are relatively easy to measure, especially when placed against metaphysical ideas of “the good,” the will of supernatural beings, etc. So what are the consequences of Sam’s/your decision to shoot/not shoot the pilot? We already know that Sam’s status with either the NSA or the JBA will be enhanced or degraded, but that’s hardly the kind of thing people think of morally. Let’s think of some other consequences.

1. If Sam does not kill the pilot, his cover will be blown immediately. In this case, killing the pilot could be construed (dubiously) as an act of self-defense, since the JBA will not look kindly on a double agent. This argument is weakened somewhat by the fact that Sam is partially responsible for being in that situation in the first place. (Very few games make any allowance for martyrdom, traditionally seen as one of the highest demonstrations of morality there is, but I digress.)

2. If Sam does not kill the pilot, the pilot will be let go. At first glance, it would appear that this is the ideal scenario. Assuming it doesn’t make Sam’s mission completely impossible, letting the man go would seem ideal. Except, by utilitarian standards, letting the man go is only good insofar as it produces positive consequences. So…

2b. The pilot is let go, and Sam accomplishes his mission anyway. A year later, laid off from his job, the pilot walks into his old office with a submachinegun and kills twenty people. Does knowing this in advance change the decision to be made? What if there’s only a 50/50 chance the surviving pilot will go on a killing spree? What if the player is told there’s a “significant” chance, but not told the actual odds?

One of the major criticisms of consequentialist ethics, after all, is that consequences are difficult to accurately predict in practice. A deontological (rule-based) approach would presumably refer to a rule such as “don’t kill innocent people,” something that’s fundamentally hard to argue with until you’re presented with extremely unlikely scenarios like the one detailed above. When such moral rules seem to require martyrdom, pure ideas of moral duty are basically all that can constrain human action, at least in real life–deontological ethics might be more intuitive to human beings if we could refer to status screens that would display to us the sum morality of our actions in an objective fashion. All kidding aside, this seems like it could be an interesting thing for games to tackle.

But back to our consequentialist game. We have thus far only briefly mentioned the problem of guilt. While the consequences we’ve discussed so far are external, guilt is an internal consequence that presents some difficulty from a design perspective. Some work is being done in the area of modeling protagonist psyches; as Eternal Darkness notably suggested, the protagonist does not need to be rational just because the player is. Alternatively, one could just focus the players’ attention on imagining, in detail, what it would be like to kill an innocent. Terror management theory gets some interesting results by asking people to ponder their own deaths, but how would it affect players’ perception of this scene if they were asked, before they picked up a controller, to spend several minutes thinking about both dying and killing?

There are, of course, a few other ways of doing this. One could model a kinship system and work that into the game’s engine, i.e. it “hurts” the player more to do bad things to the terrorists or the NSA than the unfortunate strangers caught in the middle. There’s also the virtue ethics approach, attempting to parse out what virtues are demonstrated by either shooting the innocent and focusing on the big picture or refusing to be complicit in cold-blooded murder. We could probably trot out a hundred versions of the scene we watched yesterday, and I’d be curious to see if tweaking it will produce notably different feelings in players.

Peter Rauch

The Dilemma of Games: Moral Choice in a Digital World

I’m excited to announce that Berkman @ 10, the anniversary edition of the annual conference on Internet & Society (and anniversary of the Berkman Center itself!), will include a session on video games and moral thinking. I’m even more excited that during this session we’ll have the opportunity to workshop a potential new project from public television station WGBH — a children’s television show that will be set within a video game that will potentially have Web-based and standalone game counterparts. (More on this program to come).
Berkman @ 10
Berkman @ 10
May 15-16
Games workshop: May 16, 3:15pm +
Register now

– Gene Koo