Designing Ethical Dilemmas - Long

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    Designing Ethical Dilemmas - Long - Presentation Transcript

    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 on Rise of Legends Gameplay Programmer at Raven Software on Wolfenstein for 2+ years Game Designer at Raven Software on Wolfenstein 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 is not about:
        • 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 as BioShock
      • Open World Design
        • Character, narrative, fiction being affected by player choice
        • Games such as Fable
    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 doesn’t account for ambiguities that exist
      • Applying scores and mechanics to ethical decisions marginalizes the decision
    16. BioShock
      • Saving or killing Little Sister’s 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

    + Manveer HeirManveer Heir, 3 months ago

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