Morality in gaming  

52 members have voted

  1. 1. Do you intentionally chose a particular path?

    • Yes. I am the bringer of peace and harmony. I help all those I can.
      29
    • Yes. I am evil incarnate. All will fall before me.
      4
    • No way. This is the jungle, baby, and only the strong survive!
      12
    • I make no conscious choice either way.
      7
  2. 2. Do moral choices actually affect you?

    • Yes. If I behave badly I feel bad about it.
      27
    • Nope. Bring on the mayhem. This is my world, and you losers are just tourists.
      18
    • I'm a sociopath and I laugh at your infantile notions about morality.
      7


Recommended Posts

I was just reading this new study that suggests behaving immorally in  games might make you morally sensitive in real life.

 

It got me to thinkin' about how much I dislike acting immorally or violently in a game when I am presented with the option to either choose a "good" or "bad" path. In Fallout, I try to do the right thing by the inhabitants of the wasteland. In Mass Effect, I preferred the paragon approach, only going back through the titles to play the renegade options to see how the story or characters played out (punching that journalist in the face in ME2 made me feel like a right jerk.). 

 

In games where I have to kill people in order to progress the story I don't feel anything because they are simply obstacles which must be overcome in order to progress. If I don't shoot the Russian bad guys, blow up the rival drug cartel's hideout, or take down the gangsters hot on my trial in the streets I die or can't complete the game.

 

I threw up a quick poll for fun.

Link to comment
https://www.neowin.net/forum/topic/1220129-moral-choices-you-make-in-games/
Share on other sites

I don't either. Behaving "badly" in video games is usually more fun. The immediate one that comes to mind is in Mass Effect where you can choose to punch the reporter in the face or not. I punched her in the face every single time because it's hilarious.

 

I would never do that in real life but in a video game? Why not, it's all for fun. I'm not gonna get worked up over something that happens in a video game.

  • Like 3

The first poll option seem a bit off to me...saying "Yes" to "Do you intentionally choose a particular path?" does not necessarily mean I choose the "bringer of peace and harmony" path......I may instead choose a particular path of the bad guy/anti-hero rather than the savior.

 

Expanding on that, I often times do not choose a specific path upfront, and instead decide the fate of those around me as I play. Some may choose a peaceful path and stick all decisions around that path, whereas I tend to choose my choices as I play, often based around my feelings towards the character the choice affects or my personally feelings at the time or even previous experience if playing multiple playthroughs.

 

That being said, games like Mass Effect, I often end up with only slightly leaning one way or the other because sometimes I have to make a good/bad choice depending on the situation or the outcome I want. I rarely have a playthrough of moral games where I go pure one way or the other.

 

On the flip side, I am currently playing a Skyrim Valenwood Ranger that is morally good but follows the lore. So for example if I can help it, I only kill animals when I need meat/hides (typically they attack first anyway, but with the mods I have I need another perk and they won't attack until I attack them), and I won't pick plants or use plant products (think of a pure carnivore, complete opposite of a vegan), but I have no problem shooting every bandit, draugr, thief, assassin, etc from out of sight or in the face when I see them.

  • Like 1

I have no issue behaving badly in games simply due to the fact it is not how I would behave in real life.

 

I have no issue behaving badly in games simply due to the fact it is not how I would behave in real life.

However, there ARE games where behaving "immorally" comes back and bites you in the rear - the GalCiv series is the best-known of them, with "Sins of a Solar Empire" being another,  (Yes - both are developed/published by Stardock - however, all THAT means is that they are good at writing RTSes with a "morality" component.)

 

However, you can't behave completely "morally" and win - in either game series; neither implies that.  However, both game series ARE explicit in defining the consequences of making "immoral" decisions.

The first poll option seem a bit off to me...saying "Yes" to "Do you intentionally choose a particular path?" does not necessarily mean I choose the "bringer of peace and harmony" path......I may instead choose a particular path of the bad guy/anti-hero rather than the savior.

 

 

 

 

That's a fair point. I didn't put all that much thought into how I worded it.

Depends on the game and situation. Open world things (like GTA) I'll happily go on a murderous rampage, but when there's story involved I'll play the good guy.

  • Like 2

Games are fantasy, so they have no bearing on real life per se. However, i try to behave in games as i would in real life - as much as possible within the context of the fiction. For example, in Wolf Among Us i always try to go for the non-violent, supportive approach. Except when someone has it coming so they might get an appendage ripped off or something.

 

I always try to avoid civilian casualties in open world games. Second Son managed to finish with killing very few of the agents. Watch Dogs i think only a couple civvies died, maybe a dozen injured. As a rule i even try to minimize damage in all games, like avoiding shooting out windows and walls unless it's a firefight.

 

I don't either. Behaving "badly" in video games is usually more fun. The immediate one that comes to mind is in Mass Effect where you can choose to punch the reporter in the face or not. I punched her in the face every single time because it's hilarious.

 

I would never do that in real life but in a video game? Why not, it's all for fun. I'm not gonna get worked up over something that happens in a video game.

 

Punched her out in the first game, but made peace with her in the third was it? She was being quite reasonable and more mature the second time Shepard met her, so i appreciated the character growth BioWare instilled in her (forgot her name), and acted accordingly.

I find it hard to answer, I sometimes feel the choices I make are strongly affected by the quality of the story telling in the said game, and the type of game. GTA... well, you can imagine the kind of choices I make there, on the other hand, in games more like... I dunno, Mass Effect, I go with my gut more for an honest reaction.

 

Oddly, games like The Sims... my real devil comes out there. Rooms and swimming pools without exits, destroying relationships out of boredom etc.

It really depends on the game, something like Fallout or Fable makes me go with some really evil choices, but I'll always have some good choices in there too. For Telltale Games, I tend to always be a more righteous person, gotta protect Snow White and Clem at all costs!

  • Like 1

I tend to flow towards where I suspect the greater rewards are, but have no tendencies either way.

 

I'd say the differences in rewards is the most telling of the author of the quest or story line.  In Skyrim (for example) many of the "evil" choices actually lead to the greatest reward (especially if you lie about it and get the additional "good" reward to those who believe you).  In one 3rd party mod I played a quest where the "good" way resulted in a much cheaper price for a service from an NPC, while the "evil" way resulted in just have another stupid item that was worth a little bit.  Clearly the author is of the opinion that "good" should result in a better reward than "evil" but for some reason wants to still give the option to the player.

I have no issue behaving badly in games simply due to the fact it is not how I would behave in real life.

Me too. I consider myself to be a good person but I know that video games are fictional. They don't affect the way I view the real world and because of that, I have no issues doing whatever I want. In the Mass Effect games, I played Commander Shepard as exclusively renegade. My logic behind it is that I had to do whatever was necessary to save the galaxy. I didn't need to be kind or care about the life of one person when billions of lives were at stake.

  • Like 2

From since Knights of the Old Republic 2, I tend to end up on the paragon/light path of the game by its end, even if I take renegade/dark early on. I tend to play as I would if I were really in that given situation, so if its a tragic beginning , I'd start off with an attitude , have a bone to pick with the whole world/galaxy and stomp anyone who so happens to talk to me wrong. But as I get along with supporting characters in my party the outlook tends to lighten up. Kind of like a redemption story if you will. In the Old Republic, playing for the Empire, despite coming from a slave background, I see there are good people who are proud of their heritage and striving for better, its only the Sith who are twistedly evil. So my Inquisitor tends to screw over arrogant Sith and help the common Imperial Grunt or level headed Sith with the goal of ultimately changing the Empire (A Code Geass kind of Ideal).

  • Like 1

It really depends on the game, something like Fallout or Fable makes me go with some really evil choices, but I'll always have some good choices in there too. For Telltale Games, I tend to always be a more righteous person, gotta protect Snow White and Clem at all costs!

 

There are at least two very good reasons to protect Snow

Generally speaking I try to do the right thing.  I was a Paragon in Mass Effect, however I did have a few Renegade points as well.  I don't usually make a conscious effort to go one way or the other, I try to react as I really would if I was really in that situation.  That's why if a choice comes up, although I tend to go with the "good" side, I also don't have any problems being a douche to people once and a while if they deserve it.

  • Like 2

In games where you're given a choice I usually take the good one first. Because I know it sounds silly but some games make me feel guilty for my actions. After completing a good play through I'll go back and do evil to see how different the game is. 

 

In games like GTA I'll do so much evil stuff because I find it funny. running people over etc to watch them ragdoll. 

  • Like 2

Generally speaking I try to do the right thing.  I was a Paragon in Mass Effect, however I did have a few Renegade points as well.  I don't usually make a conscious effort to go one way or the other, I try to react as I really would if I was really in that situation.  That's why if a choice comes up, although I tend to go with the "good" side, I also don't have any problems being a douche to people once and a while if they deserve it.

 

This is exactly how i approach games, whenever given a choice. It's not like COD or BF have enemies that try to surrender. Not usually. Typically surrendering enemies just turn around and try to attack you anyway if you let them, that's why Second Son was nice, the soldiers would surrender and you really had a choice. Also the trend towards admitting that many game characters are basically monsters is nice - both Last of Us and Tomb Raider did this well. They never gave you a real choice, which was the point, cause even though we were playing as the good guys - those good guys (and gals) were essentially murderers by most measures, driven beyond the edge by circumstances.

 

In games where you're given a choice I usually take the good one first. Because I know it sounds silly but some games make me feel guilty for my actions. After completing a good play through I'll go back and do evil to see how different the game is. 

 

In games like GTA I'll do so much evil stuff because I find it funny. running people over etc to watch them ragdoll. 

 

I never feel the need to do this, will even reload saves to see if i can get to a place without running over civilians etc. Managed to finish Watch Dogs without hurting a single cop except when it was required in missions, and those were supposedly dirty cops.

This topic is now closed to further replies.
  • Posts

    • There is a default resolution setting in Settings > Display that can be changed with a click. You can also change the settings on a per-game basis. No CLI needed. Also, Steam has countless games that are not "[perpetual] alpha/beta games", so no need for the straw man. Plus you can use other stores as well. And console games (e.g. PS5) cost a fortune, which itself more than negates the price subsidy on the system, unless you plan on exclusively playing 1 or 2 games. It's true that you shouldn't buy a system that doesn't support the game(s) you want to play, but I think that's kinda obvious, and applies to every console as well as PC. I don't game in the living room and have no need of a Steam Machine, but there is a clear market segment that would find it useful.
    • RSS Guard 5.2.0 by Razvan Serea RSS Guard is a simple (yet powerful) feed reader. It is able to fetch the most known feed formats, including RSS/RDF and ATOM. It's free, it's open-source. RSS Guard currently supports Czech, Dutch, English, French, German, Italian. RSS Guard will never depend on other services - this includes online news aggregators like Feedly, The Old Reader and others. RSS Guard is developed on top of the Qt library and it supports these operating systems: Windows GNU/Linux OS/2 (eComStation) Mac OS X xBSD (possibly) Android (possibly) other platforms supported by Qt The core features of RSS Guard are: support for online feed synchronization via plugins, Tiny Tiny RSS (from RSS Guard 3.0.0). multiplatform, support for all feed formats, simplicity, import/export of feeds to/from OPML 2.0, downloader with own tab and support for up to 6 parallel downloads, message filter with regular expressions, feed metadata fetching including icons, simple Adblock functionality, customized popup notifications, Google-based auto-completion for internal web browser location bar, ability to cleanup internal message database with various options, enhanced feed auto-updating with separate time intervals, multiple data backend support, SQLite (in-memory DBs too), MySQL. is able to specify target database by its name (MySQL backend), “portable” mode support with clever auto-detection, feed categorization, drap-n-drop for feed list, automatic checking for updates, ability to discover existing feeds on websites, full support of podcasts (both RSS & ATOM), ability to backup/restore database or settings, fully-featured recycle bin, printing of messages and any web pages, can be fully controlled via keyboard, feed authentication (Digest-MD5, BASIC, NTLM-2), handles tons of messages & feeds, sweet look & feel, fully adjustable toolbars (changeable buttons and style), ability to check for updates on all platforms + self-updating on Windows, hideable main menu, toolbars and list headers, KFeanza-based default icon theme + ability to create your own icon themes, fully skinnable user interface + ability to create your own skins, “newspaper” view, plenty of skins, support for "feed://" URI scheme, ability to hide list of feeds/categories, open-source development model based on GNU GPL license, version 3, tabbed interface, integrated web browser with adjustable behavior + external browser support, internal web browser mouse gestures support, desktop integration via tray icon, localizations to some languages, Qt library is the only dependency, open-source development model and friendly author waiting for your feedback, no ads, no hidden costs. RSS Guard 5.2.0 changelog: Added: Feed auto-fetch can now also be delayed while Feral GameMode is active on Linux and startup auto-fetch is skipped when GameMode is already active. (#2265) WebEngine builds can now use RSS Guard generated proxy auto-config (PAC) rules so article/web browsing follows per-account and per-feed proxy settings more closely. (#2273) Generated PAC rules now also cover related subdomains and use Public Suffix List data, so feeds such as feeds.bbc.co.uk can also proxy resources from images.bbc.co.uk. (#2273) Standard feeds can now define extra proxy domains, useful when article images, stylesheets or other page resources are loaded from a CDN or another domain that should use the same feed proxy. (#2273) RSS Guard now asks for proxy credentials when a WebEngine page needs proxy authentication and can fill credentials from the current feed proxy when available. (#2273) Network settings again include an option to ignore all cookies, which clears stored cookies and prevents new cookies from being accepted. Standard RSS/ATOM feeds can now individually ignore cookies while downloading feed data. Stored cookies can now be deleted from the Tools menu. Custom skin colors can now override the feed list article count color separately from feed titles, including a separate highlighted color. (#2275) Settings dialog can now search across available settings and highlight matching controls. (#1754) Standard RSS/ATOM feeds can now optionally be reported as broken when they are valid but contain no articles. (#2039) Standard RSS/ATOM feeds can now override the application-wide feed connection timeout per feed. (#1023) Tray icon can now use a custom background color and unread-count text color, with an option to reuse the generated icon as the application icon. (#1973) Support for more benevolent parsing of Gemlog entries (#2295). Article list can now show when an article was received by RSS Guard. (#947) Feed deep discovery now actually scrapes all links found in the website and checks if they are feeds or not. This greatly enhances usability of the deep discovery mode and discovers many more feeds than before. (#2306) Search boxes now show a small dot when the feed or article list is hiding some items because of active filtering. (#873) Articles now have a shortcut-assignable action to open the homepage of the feed they belong to. (#2060) Fixed: Parallel feed updates no longer crash when multiple update results are processed at the same time. (64cf521) Links in WebEngine articles opened from feeds such as Kill the Newsletter now open correctly instead of being swallowed by the embedded page. (#2272) Relative article URLs resolution was kinda broken. (#2282) Clicking article URL did not work when the URL had "fragment" set. (#2293) The default proxy setting now uses Qt/system default proxy behavior instead of forcing no proxy. (e0263ad) WebEngine article loading now keeps the current feed context, so feed-specific proxy credentials remain available while the article page loads. (fdd0f00) Download: RSS Guard 5.2.0 (64-bit) | Portable | ~ 130.0 MB (Open Source) Link: RSS Guard Home Page | Other Operating Systems | Screenshot Get alerted to all of our Software updates on Twitter at @NeowinSoftware
    • This is gonna separate the creeps from the rest of the crowd.
    • "Claude, is our CEO a compete and utter fool by wasting money on AI in this already worthless Teams chat?"
  • Recent Achievements

    • Rookie
      DaviKar went up a rank
      Rookie
    • Dedicated
      HidekoYamamoto94 earned a badge
      Dedicated
    • One Month Later
      timbobit earned a badge
      One Month Later
    • One Month Later
      nates earned a badge
      One Month Later
    • Week One Done
      Almohandis earned a badge
      Week One Done
  • Popular Contributors

    1. 1
      +primortal
      462
    2. 2
      +Edouard
      161
    3. 3
      PsYcHoKiLLa
      110
    4. 4
      Michael Scrip
      83
    5. 5
      Steven P.
      69
  • Tell a friend

    Love Neowin? Tell a friend!