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Designing Ethical Dilemmas Manveer Heir Raven Software July 28, 2009

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  • 1. Designing Ethical Dilemmas Manveer Heir Raven Software July 28, 2009

2. What Would You Do...

  • If you had to choose between your wife and your daughter?
  • You found a wallet on the street with $1000 and no clear owner?
  • Watch a mother and her child wither away to ensure your survival?

3. Who Is This Guy?

  • B.S. Computer Science Virginia Tech
  • Programming Intern at Big Huge Games onRise of Legends
  • Gameplay Programmer at Raven Software onWolfensteinfor 2+ years
  • Game Designer at Raven Software onWolfenstein
  • Currently Lead Designer on a top-secret project

4. What This Talk Is About

  • How to understand and design games that let players experience ethical dilemmas
  • This talk isnotabout:
    • Ethical responsibilities of the designer
    • How to act ethically in the workplace

5. No one told me research = reading :( 6. Why Ethical Dilemmas?

  • One tool to create more meaningful play experiences
  • Need game emotions beyond fear and aggression
  • Can be the key to unlocking these new emotions in players

7. 8. Ethics vs. Morals

  • Morals are the principles of right and wrong behavior (Merriam-Webster)
  • Ethics are a set of moral principles: a theory or system of moral value (Merriam-Webster)
  • Ethics are a rational, methodological approach to the questions of good, evil, duty and values (Sicart)

9. Types of Ethical Designs

  • Open Ethical Design
    • Open System Design
    • Open World Design
  • Closed Ethical Design
    • Substracting Design
    • Mirroring Design
  • (Sicart)

10. Open Ethical Design

  • Open System Design
    • Rules, systems, and mechanics are affected by player choice, but not narrative
    • Games such asBioShock
  • Open World Design
    • Character, narrative, fiction being affected by player choice
    • Games such asFable

11. Closed Ethical Design

  • Subtracting Design
    • Player knows actions have weight, but has to decipher
    • Player deciphers the ethics of gameplay outside the scope of the game
  • Mirroring Design
    • Create a relation between the actions of the player and the character
    • Can reward unethical gameplay this way to challenge the player's ethical framework

12. Dilemmas Require Open Design

  • Closed designs rely on a high level of authorship by the designer
  • These games can potentially become preachy and don't take full advantage of the medium
  • Open designs are harder to account for, but potentially more rewarding
  • Open designs will be the way in which our games will open up new emotional responses in players

13. We Got Problems 14. 15. Black and White Model

  • Designers tells you if you are doing a good or bad job
  • Binary system that doesnt account for ambiguities that exist
  • Applying scores and mechanics to ethical decisions marginalizes the decision

16. BioShock

  • Saving or killing Little Sisters starts off as an emotionally impactful decision
  • Turns to realization of the strategy
  • Robs the impact of the ethical decisions and turns the decision into one of optimal strategy

17. Star Wars

  • Never feel like Luke in the games
  • Need something more
  • Need ambiguity!

18. World is Gray 19. How Do We Reach Our Potential?

  • Narrative
  • Consequences
  • Obstacles
  • Permanence

20. Narrative

  • Player must be invested in world
  • Not economically invested
  • Emotionally invested
  • Ludic elements need to support narrative elements
  • Ludonarrative Dissonance (Hocking)

21. No Magical Formula For Narrative 22. Consequences

  • Choices have consequences
  • Need to significantly impact the game
  • Player needs to understand consequence is a result of earlier choice
  • Do not minimize impact of consequences

23. Mass Effect 24. Obstacles

  • Obstacles can make the player stop
  • Push player down a new path
  • Try making moral road the more difficult
  • Game paths don't have to be equal
  • Challenge player's conceptions of what is ethical!

25. Train 26. Permanence

  • Redoing our choices robs them of the impact
  • Choices that are mechanical (shooting) are fine to redo
  • Forces player to live with consequences
  • Lends self to experiential gameplay, not mastery

27. Tenpenny Tower 28. A Funny Thing Happened... 29.

  • ENRAGED
  • UPSET
  • BETRAYED
  • DISGUSTED

30. How Does Tenpenny Tower Fare?

  • Narrative I care about the world of Fallout, I feel bad for the Ghouls being treated like less than humans. I want to save them and do the right thing.
  • Consequences If I do the right thing the humans still die and they never come back.
  • Obstacles It's easier to just kill one side outright. Doing the right thing requires me to convince others and do an extra quest
  • Permanance I decided not to let myself reload... why?

31. VENGENCE 32. This Is The Potential Of Ethical Dilemmas In Games 33. Thank You

  • Questions?
  • Contact Info
  • E-Mail:[email_address]
  • Design Rampage: http://designrampage.blogspot.com
  • Follow me on Twitter: @manveerheir