A new wave of videogames offers lessons in powerlessness, scarcity and failure
aeon.co
aeon.co
Questioning and reflecting on decision making, moral choice, and consequences of (in)action are a central focus of literature study, so I would love to know about additional games in this vein that I could potentially bring into my classroom as 'game-texts'.
Suggestions?
The worst of it is that they always main-line you into one moral extreme or the other. It's always obvious which choice is "good" and which is "bad", and once you've made that choice for the first time you'll always make the same choice later on, else you'll miss out on the in-game benefits of having a "pure" moral stance. Mass Effect and Infamous especially do this.
It's just a burden of the games of today. And that it was a lot easier to write out text in older Bioware games for possible branches and outcomes. As that was the main way to tell the story and what players expected.
Versus recording dialogue, creating cutscenes, etc that modern games tell their stories though.
edit: the constraints of modern asset creation being fairly clear with the ending of the last Mass Effect game. A series that was toted for its story and depth. Where your choices 'mattered' but were reduced to the same end cutscene with different hues. https://www.youtube.com/watch?v=-vjHXchR8pw
I'm actually surprised to see the visual and mechanical simplicity of many games that have flared up in popularity among my students. Certainly, the processing limits of mobile phones play a role - but that doesn't stop these small games from passing through the student body like wildfire (and then burning out equally quickly).
For instance, I would love to see a game like "Papers Please" with a stronger element of consequences. Rather than simply being told you allowed a terrorist through the gates (with a brief cut-away) the consequences of this action (deaths, social destabilization, etc.) would impact the future game play. Perhaps, you decide to actively aid and abet these terrorists (by communicating to them that you will allow them and their compatriots to pass through) - but then you put yourself and your loved ones at risk, as well as increase social instability.
This is already a wonderful game, but I would like to see the premise taken even farther. Games could be a wonderful place to consider and critique decision making and moral choices that are analogous to those we face in real life (even if filtered through clearly fictitious events/circumstances).
The characters think that they're making big, important decisions that reshape their world. It turns out that they weren't really.
I can't help but thinking that there should be an AI for this.
I wonder what would happen if you surveyed game designers and offered them some trolley problem [1] variant and said, "Write up an explanation for which decision you choose." How many would discuss the pros and cons of both decisions? How many of them would look for a third option? How many of them would even be able to explain their decision? How many of them would be able to make a decision?
But the nuance and detail in their response, to me, would be the real indicator. If someone can dive deeply into the question, I think they'd be able to offer real moral choices in other situations, too.
In Call of Pripyat, for example, how you treat a few characters in chance encounters can drastically change the late-game, and completely change the endings. Also, the choices aren't usually "Eat baby or save world", they're more "Do you help this guy, or this guy? We have only vaguely hinted what they're up to, so choose carefully."
Fallout 2 and Arcanum had some really well-done morality gameplay as well.
KRZ is extremely effective in letting you make very meaningful choice without those choices affecting anything at all, really. That’s possible, you know. There don’t have to be (big) consequences. The choice itself, even, can be meaningful.
And in TW2 they made a whole chapter (+-20% of the game content) different depending on your choice, with different map, different NPCs you meet, quests, and you get to know different aspects of the story (if you play just one version you won't get the whole image).
Discovering how masterfully its creators have handled the game-mechanical, cinematic, and literary elements that comprise a modern video game is part of the delight of playing it, IMO, to the point that practically any discussion of it spoils some part of the experience, but without giving too much away it doesn't contain story-branching moral choices so much as... well, they're still choices and still have a moral character and they still the affect the story in a major way, but... the choices manage to be simultaneously unimportant and of great, even supreme, import, I guess. Look, just go play it, if you haven't. Read as little as you can to convince yourself to play it, especially if you're looking for interesting angles on player choices.
Granted, it's in five acts and only three are out so far, but act four should be up before too long and the existing material will take some time to get through. There are short episodes between the five acts, so there are three of those to play as well—usually each of those comes out not long before the next episode is released, and the third one is out, which is why I'd guess act four isn't far off.
Oehab gur pbbx jnf bar bs zl cnegl zrzoref. Ur jnf fubg va n enaqbz envq frireny qnlf ntb, naq jr'er bhg bs zrqvpvar naq onaqntrf. Vg vf irel pyrne gung Oehab jvyy qvr vs ur qbrf abg trg onaqntrq, cebonoyl jvguva 2 qnlf, juvpu zrnaf jr unir rknpgyl 1 avtug gb fpniratr fhssvpvrag pybgu gb znxr n onaqntr naq gura bar qnl gb perngr naq nccyl vg.
Hasbeghangryl, orpnhfr bs creinfvir erfbhepr fubegntrf, jr unir rkunhfgrq nyy bs gur pybgu va nernf juvpu ner fnsr gb fpniratr va, naq ner yrsg gb punapr Gur Fhcreznexrg, juvpu vf znexrq ba gur znc nf orvat envqrq ol fbyqvref. Jr fryrpg nabgure CP, urefrys nyfb zvyqyl jbhaqrq, gb tb gb gur fhcreznexrg.
Nsgre neevivat ng gur fhcreznexrg, fur ybpngrf fhssvpvrag pybgu gb onaqntr Oehab. Jr pna rfpncr gur Fhcreznexrg jvgubhg vapvqrag abj, ohg rkcybevat vf pbfgyrff nf ybat nf jr'er abg pnhtug naq jr zvtug svaq fbzrguvat irel hfrshy, yvxr zrqvpvar be pbssrr. Fb jr tb hc gb n qbbe naq yvfgra ng vg, gelvat gb qrgrezvar jurgure vg vf fnsr gb bcra.
Oruvaq gur qbbe vf n lbhat tvey orvat nffnhygrq ol n fbyqvre. Fur pevrf sbe uryc.
Guhf gur qvyrzzn. Va nal bgure tnzr, jr ohfg qbja gur qbbe, xvyy gur fbyqvre, naq onfx va bhe urebvp qrrqf. Va Guvf Jne bs Zvar, guvf nyzbfg pregnvayl erfhygf va bhe CP trggvat fubg. Vs gurl fheivir, jr jvyy unir gb hfr gur onaqntr ba gurz, naq Oehab jvyy pregnvayl crevfu. Jr unir n evfx-serr rfpncr ebhgr, ohg vg erdhverf nonaqbavat na vaabprag gb gur ubeebef bs jne.
Nsgre npghny erny-yvsr fbhyfrnepuvat nobhg gur qrpvfvba, V beqre gur CP gb yrnir.
Oehab vf qrnq jura jr erghea ubzr.
Juvyr rkcybevat n ohvyqvat sbe erfbheprf ur xvyyf jung ur gubhtug jnf n onaqvg fgnaqvat thneq. Vzzrqvngryl gur "onaqvg"'f fvfgre pbzrf nybat naq zbheaf ure fvoyvat'f qrngu, fb qvfgenhtug fur vtaberf gur xvyyre. Ur ernyvmrf vg jnf ab onaqvg, ohg whfg nabgure snzvyl gelvat gb trg nybat yvxr ur jnf.
I would have loved it all the more if all the NPCs were shades of grey instead of more obvious blacks and whites.
I was half-expecting a nod to Dwarf Fortress.
There's nothing anybody could have done... Poor dwarves.
I don't think that games have to be as brutal as Dark Souls or even unfair like Banished. Avoiding the 'suddenly all powerful chosen one' trope would be a good start. Please let me play a random schmuck that is not going to defeat all the demons of Hell and save the world all by himself.
To me, it's a game of hope and industriousness. Where he sees starving workers staving off inevitable death, I see villagers keen to make their new settlement work.
I think there's a lot of room for interpretation both ways, which is great for the games, but it means this article is quite shallow and offers no real insight, because it's trying to build on a foundation that is viewed differently depending on who you are.
Dying of thirst was not uncommon.