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8/6/2019 Richard Rouse Design Seven Ways a Video Game Can Be Moral
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Seven Ways aVideo GameCan Be Moral
Slides available at:
http://www.paranoidproductions.com
Richard Rouse III
Narrative Director - Ubisoft Montreal
Game Developer¶s Conference 2011
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"What makes Spiderman an icon is that sense of responsibility ± so that would pretty much
have to be in the game, right? Well it¶s not. I
want to have a Spiderman game that allows me
to explore my relationship with responsibility."
- Clint Hocking Far Cry 2 Creative Director
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1985 2011
?
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CLARITYof
INTENTION
1:
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CHORUS
Two households, both alike in dignity,In fair Verona, where we lay our scene,
From ancient grudge break to new mutiny,
Where civil blood makes civil hands unclean.
From forth the fatal loins of these two foes
A pair of star-cross'd lovers take their life;Whose misadventu'd piteous overthrows
Doth with their death bury their parents' strife.
The fearful passage of their death-mark'd love,
And the continuance of their parents' rage,
Which, but their children's end, nought could remove,Is now the two hours' traffic of our stage;
from Romeo & Juliet by William Shakespeare
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³[The Twilig ht Z one] doesn't use scripts as
vehicles of social
criticism. These arestrictly for
entertainment.´
- Rod Serling
The Twilig ht Z one Creator/Writer
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- Louis Castle Blad e Runner Executive Producer
³The choices in Blad e Runner were intended to drive the
narrative to adapt to what the player did naturally. To have a
meter would invariably guide players to push to one extreme
or the other when the very point of the story was to leteveryone... feel they were doing the ³correct´ thing.´
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MULTIPLE
POINTSof
VIEW
2:
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-Brian Reynolds
Alpha C ent auri Lead Designer
³We designed our game/characters/government around the
following three ideological clashes:� Environment vs. Business
� Faith vs. Science
� Security vs. Freedom
We wanted to emphasize moral choices and ³the clash of ideologies,´ make the characters seem more interesting and
unique, and have the player's actual gameplay actions affect
their relationships with the factions.´
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REDEMPTION
3:
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³[The Twilig ht Z one] doesn't use scripts as
vehicles of social
criticism. These arestrictly for
entertainment.´
- Rod Serling
The Twilig ht Z one Creator/Writer
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Mass Effect 2 Morality
Maximum Paragon & Renegade Points: ~1900
Typical Conversation Choice: 2
Typical ³Interrupt´ Choice: 5
Major Story Choice: ~15 ± 20
Heretics¶ Fate/KillMorinth/Tali Treason: 30Killing Samara: 45
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Fallout 3 Morality
Karma: capped at -1000 to 1000
G
enericG
ood Actions:+10 to +50
Killing an ³Evil´ Character: +100
³Noble´ Game ending: +1000
Generic Evil Actions: -10 to -50
Killing a ³Good´ Character:-100
Blowing upMegaton: -1000
³Evil´ Game Ending: -1000
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"Very early into the game you have the opportunity to nuke
[Megaton]. And it's so fun to do it, it's kind of hard to resist. So,if you're at the beginning of the game, and your Karma is in the
toilet, how do you come back? Well, we realized how many hours
Fall out 3 was going to offer players, and knew we had to give
them opportunities to change their Karma radically to make upfor some earlier decisions. The idea of redemption, especially in
the very late game, was very important for us. We wanted players
to change their mind, to come around."
-Emil Pagliarulo
Fall out 3 Lead Designer
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COMPLEXITY
4:
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³[The ³Savior´ Achievement] rewarded the player for sparing the
lives of three adult story characters who were deliberately writtenas ethically ambiguous, where one could meaningfully argue that
ending their lives would be the just action... or even the merciful
one. By awarding the player an abstract badge for ³good behavior,´
we accidentally undermined one of the game's central themes... The
Savior achievement slipped past me, and candidly, I wish I'd caught
it in time to remove it.´
- Jordan Thomas BioS hock 2 Creative Director
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THEQUANDARY
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³I would legalize drugs in a heartbeat.... You know
what, you talk honestly with some of the veteran andsmarter detectives in Baltimore, the guys who have
given their career to the drug war... and they'll tell you
this war's lost, it's all over but the shouting and the
tragedy and the waste. And yet there isn't a political
leader with the stomach to really assess it for what it is.´
- David SimonThe Wir e Creator/Writer
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THOUGHTFULNESS
andRESPECT
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³I think any comment [ N ever Let M e Go] makes about society is
secondary, almost incidental. I was trying to write this very humanstory, almost like an allegory about the human condition, about
having a limited lifespan, how do we face it, how do we go from
childhood to adulthood to old age and facing death. But when you
build a story and you put it in a setting, ...you find yourself having
to treat with respect some of the issues that arise out of that world
that you¶ve created. But for me those are secondary themes.´
- Kazuo Ishiguroauthor of N ever Let M e Go
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³... when people play it for a while they think it¶s very
materialistic. It¶s only the people that play it a long time that startrealizing the downside. Just about every object has some built-in
failure state or maintenance requirement. If you keep buying
stuff, it will eventually go bad or die or need to be cleaned or
whatever. So in some sense it¶s like you¶re filling up your housewith all these potential timebombs... it¶s the hard-core players that
say, ³God, I¶m not going to buy that much crap next time I play.´
-Will Wright
The S ims Lead Designer
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MEDIUM
GENREandMESSAGE
7:
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³Then I'll be all aroun' in the dark. I'll be
ever'-where - wherever you look.Wherever they's a fight so hungry people
can eat, I'll be there. Wherever there's a
cop beatin' up a guy, I'll be there. I'll be in
the way guys yell when they're mad an' -I'll be in the way kids laugh when they're
hungry an' they know supper's ready. An'
when our folks eat the stuff they raise an'
live in the houses they build - I'll be
there, too.´
- Tom Joad, from The Grapes of Wrat h by John Steinbeck
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AFINAL
THOUGHT
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Seven Ways aVideo Game
Can Be Moral
Slides available at:
http://www.paranoidproductions.com
Richard Rouse III
Narrative Director - Ubisoft Montreal
[email protected] to Emil Pagliarulo, Jordan Thomas, Brian Reynolds, Harvey Smith, Louis Castle,
Noah Falstein, Will Wright, Clint Hocking, Lee Sheldon, Damian Ebanks, RussellLees, Simon Aresenault, Jonathan Gingras, The Game Designer¶s Workshop