Today I want to talk about choice in videogames. Janet Murray defines agency as "the satisfying power to take meaningful actions and see the results of our decisions and choices". We've more or less unquestioningly accepted this definition, and mostly agreed that agency is a good thing. But it's about time, now, that we look at exactly what it is that makes an action meaningful. Questions such as "What is meaning?" are philosophically interesting, but the questions are a little too vague - and the answers a little too ambiguous - to be of any practical benefit.
I keep going back to what Susan Sontag said about authorship and "the truth of fiction". She said:-
I think of the writer of novels and stories and plays as a moral agent. In my view, a fiction writer whose adherence is to literature is, necessarily, someone who thinks about moral problems: about what is just and unjust, what is better or worse, what is repulsive and admirable, what is lamentable and what inspires joy and approbation.Sontag later, in the same essay, observed that moral issues are not necessarily only concerned with what is good and bad, but also with what is important and unimportant. What she says is easily observable in Aesop's Fables, or in the parables of Christ, but she contends that it is present in all stories. If we realign our expectations to the thinking that the moral problem at the core of the story is not necessarily very deep, and not even necessarily consciously considered by the author, I think I can agree with this. And this, to me, is what meaning is. To be meaningful in the context of a story, choices necessarily have to have a moral component.
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Dungeons & Dragons' alignment system |
Authors of stories in traditional media have essentially two choices, and they choose one of these far more often than the other: they can present to the reader a solution to a moral problem, which the reader can then accept or reject, or, less frequently, they can present a moral problem to the reader and leave its solution as a challenge to the reader. Games are different. They can present a moral problem to the player and then react to the player's solution, following through on that line of thinking. In essence, I think of traditional stories as "moral rhetoric", and video games as (potentially) "moral dialectic". By telling us which choices are 'right' and 'wrong', game designers deny that potential, and limit games to the "moral rhetoric" of other media.
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Fable III's choices failed because it told us which choices were 'right' and 'wrong'. |
Deus Ex employed subjective judgement to great effect. Complete the Castle Clinton mission non-violently, and Sam Carter would praise you, while Anna Navarre would criticise you. Go in guns blazing, and those characters' reactions would be the opposite. (At least, that would have been the case if not for some poor scripting which would, under some circumstances, cause a non-violent approach to be flagged by the game as a gung-ho assault.) The sequel, Deus Ex: Invisible War attempted the same trick, and pretty much failed. While DX:IW certainly presented the player with a lot of choices, the meaning of those choices was supposed to be imparted by the approval or disapproval of several characters, all of whom were equally unlikeable. Because it was hard to care what those characters thought, it was hard to care about the choices presented to the player, and those choices ultimately felt meaningless - a situation not helped by the fact that the player was free to switch allegiances at any point right up to the end of the game, no matter how badly they had pissed off a certain faction previously.
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Deus Ex: Invisible War's choices failed because their meaning was contingent on the opinions of unlikeable characters. |
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Dragon Age: Origins' choices failed because they were informed by things the player couldn't know. |
- Not pre-judged by the author of the game,
- Judged by the approval or disapproval of characters whose opinions we can care about, and
- Based on information the player has, so that she can make an informed decision based on likely outcomes.