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"Ethics and Games Series: Fallout Shelter" by Sherry Jones (Jan. 28, 2018)

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Jan. 28, 2018 - This is my philosophy and game studies presentation featuring the game, "Fallout Shelter (2015)," a free-to-play simulation game developed by Bethesda Game and Behaviour Interactive, and published by Bethesda Softworks.

The presentation explores the ethics of "Fallout Shelter" using the following theories (from philosophy, political science, cultural studies, and psychology): Capitalism; Authoritarianism; Plutocracy; McCarthyism; Eugenics; Ageism; Egoism; Altruism.

Additional topics explored are: Nuclear Fallout; Counterfactual History; Red Scare; Atomic Bomb; Atomic Age; U.S. History in the 1950s.

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This presentation was featured at the International Society for Technology in Education (ISTE) Games and Simulations Network live webcast on Jan. 28, 2018.

The live webcast video was recorded and made available on Youtube, as well as made available in this presentation.

Please feel free to watch the video while exploring the presentation.

Link to access the live slides presentation:
http://bit.ly/falloutshelterethics

Published in: Education
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"Ethics and Games Series: Fallout Shelter" by Sherry Jones (Jan. 28, 2018)

  1. 1. Ethics & Games: Sherry Jones Philosophy & Game Studies Twitter @autnes Fallout Shelter
  2. 2. About this Presentation This presentation was featured at the International Society for Technology in Education (ISTE) Games and Simulations Network live webcast on Jan. 28, 2018. The live webcast video was recorded and made available on Youtube, as well as made available in this presentation. Please feel free to watch the video while exploring the presentation.
  3. 3. Recorded Live Webcast “Ethics and Games: Fallout Shelter” (live webcast recorded on Jan. 28, 2018)
  4. 4. What is Fallout Shelter ?
  5. 5. Mobile Game Based on Fallout Series ❖ Fallout Shelter (2015) is a free-to-play simulation mobile game by Bethesda Game Studios and Behaviour Interactive, a spin-off based on Fallout game series. ❖ Released on Android, iOS, Microsoft Windows, XBox One. ❖ Simulation of a post-nuclear apocalyptic America. ❖ Gameplay involves building and maintaining a fallout shelter, growing population size, and completing quests to obtain resources for sustaining the population.
  6. 6. Story of Fallout Series ❖ Set in alternate history of U.S. 1950s atomic age when technologies were powered by nuclear energy. ❖ 13 commonwealths ruled U.S. until capitalism and plutocracy corrupted U.S. into a fascist police state. ❖ Surveillance, torture, experimentation, and public execution became du jour citizen control methods. ❖ Great War (2077) led to global nuclear apocalypse (U.S., China, USSR, and other nuclear capable nations launched weapons for 2 hours).
  7. 7. Story of Fallout Series (Cont.) ❖ 1000 survivors lived in 122 Vaults built by govt. contractor Vault Tec. ❖ Vaults conducted unethical social and scientific experiments, e.g. mutating residents via psychopathic drugs, virus, or radiation. ❖ Surface, aka The Wasteland, became completely irradiated. Surface survivors became irradiated “ghouls.” ❖ Vaults were not opened until the year 2097 and later. ❖ It is not clear exactly when Fallout Shelter falls on the timeline.
  8. 8. Game Design Inspired by the 1950s
  9. 9. 1950s Culture of Fear ❖ U.S. Sentiments During 1950s Post WWII (1939-1945) Era: National and racial destiny, national solidarity, fear of degenerates, fear of outsiders, paranoia, expansion of military power, infallible/unquestionable leaders, authoritarianism, racism, sexism. ❖ Red Scare: Campaign to identify secret communist traitors in U.S. ❖ McCarthyism: Launch accusations of treason without evidence. ❖ Fear of Atomic Bomb and U.S. Nuclear Fallout Survival Guides.
  10. 10. Source: “Facts about Fallout” (1955), document released by National Archives
  11. 11. Source: "Two-story wood frame house at 5,500 feet (from blast site), May 5, 1955," released by National Archives
  12. 12. Source: "A few minutes after detonation the atomic blast in Operation Cue looked like this, May 5, 1955," released by National Archives
  13. 13. Source: "Two-story wood frame house at 5,500 feet after the blast, May 5, 1955," released by National Archives
  14. 14. Source: "Photograph of the Office of Civil and Defense Mobilization exhibit at a local civil defense fair. ca. 1960", released by National Archives
  15. 15. Source: "Photograph of a display of survival supplies for the well- stocked fallout shelter, ca.1961." released by National Archives
  16. 16. Source: "Photograph of a basement family fallout shelter" (1957) (with 14 days food supply), released by National Archives
  17. 17. "About Global Fallout" by Center for Disease Control and Prevention (CDC) (2018)
  18. 18. "How Global Fallout Can Affect Your Health" by Center for Disease Control and Prevention (CDC) (2018)
  19. 19. “KI (potassium iodide) blocks radioactive iodine from entering the thyroid. When a person takes KI, the stable iodine in the medicine gets absorbed by the thyroid. Because KI contains so much stable iodine, the thyroid gland becomes ‘full’ and cannot absorb any more iodine—either stable or radioactive—for the next 24 hours.” -- Center for Disease Control and Prevention (CDC) (2018)
  20. 20. "Chernobyl: New Tomb Will Make Site Safe for 100 Years" by Claire Corkhill, The Conversation (2016)
  21. 21. Fallout Shelter as a Curious Game
  22. 22. Mobile Game as a Curiosity ❖ In Fallout series, the player takes on the role of a dweller who leaves a Vault-Tec Vault (for survival or escape). However, in Fallout Shelter, the player takes on the role of an Overseer who maintains a Vault-Tec Vault. ❖ Since Vaults were sites where unethical social and scientific experiments took place, it is curious that Bethesda Game Studios would make a mobile game about building and maintaining a Vault. ❖ What would be the motivation to survive in a nuclear apocalyptic wasteland where all things are irradiated and threaten life?
  23. 23. Good Question, Fallout Shelter !
  24. 24. Two Ways to Play the Game Play with Complicity ❖ As Overseer with absolute power over the lives of Vault dwellers, the player can perform ethical or unethical acts at will. ❖ Fallout Shelter enables us to experience what it is like to be complicit in performing unethical acts. ex. Evict dwellers for the sake of caps (money). Play with Resistance ❖ As Overseer with absolute power over the lives of Vault dwellers, the player can consciously avoid performing unethical acts. ❖ However, game rules encourage unethical play, and punish ethical play. ex. Player sacrifice chances to earn caps (money) by refusing to evict dwellers.
  25. 25. Game World
  26. 26. The Vault
  27. 27. The Vault: Barrack Room
  28. 28. The Vault: Nuka Cola Room
  29. 29. The Vault: Hair Salon Room
  30. 30. The Vault: Overseer Room
  31. 31. The Wasteland
  32. 32. The Wasteland: Red Rocket
  33. 33. The Wasteland: Super Duper Mart
  34. 34. Characters
  35. 35. Dwellers
  36. 36. Mister Handy
  37. 37. Dwellers Working with Mister Handy
  38. 38. Bottle (Mascot from Nuka-World)
  39. 39. Cap (Mascot from Nuka-World)
  40. 40. Mechanics
  41. 41. Dwellers Stats and Jobs
  42. 42. The SPECIAL Skill System
  43. 43. Outfit and Skills
  44. 44. Junk for Weapon and Outfit Forging
  45. 45. The Wasteland Journal
  46. 46. Fighting to Obtain Resources in the Wasteland
  47. 47. Speak to Strangers via Branching Narratives
  48. 48. Quests
  49. 49. Main Quests
  50. 50. Side Quests
  51. 51. Exploring the Wasteland (Kill + Scavenge)
  52. 52. Revealing Cultural Narrative Decisions (Cram)
  53. 53. Enemies
  54. 54. Radroaches
  55. 55. Radscorpions
  56. 56. Mole Rats
  57. 57. Ghouls
  58. 58. Deathclaws
  59. 59. Raiders
  60. 60. Game Rhetoric: Job, Productivity, Efficiency
  61. 61. Vault Conversations: Working = Happiness
  62. 62. Vault Conversations: Hard Work is Happy Work
  63. 63. Vault Conversations: G.O.A.T.
  64. 64. Vault Conversations: Production
  65. 65. Vault Conversations: Maximum Efficiency
  66. 66. Vault Conversations: Humans Are Inefficient
  67. 67. Game Rhetoric: Omniscient Overseer Deserves Praise
  68. 68. Vault Conversations: Who is the Overseer?
  69. 69. Vault Conversations: Overseer is Smart
  70. 70. Vault Conversations: Overseer is Great
  71. 71. Vault Conversations: Overseer Will Protect Us
  72. 72. Game Rhetoric: Surveillance
  73. 73. The Vault: Armory Room with Surveillance Camera
  74. 74. The Vault: Weapons Room with Monitors
  75. 75. Vault Conversations: Overseer is Listening
  76. 76. Vault Conversations: Overseer and Double Shift
  77. 77. Vault Conversations: Overseer is Watching Us
  78. 78. Game Rhetoric: Authoritarianism & Hive Mind
  79. 79. Vault Conversations: Follow Authority
  80. 80. Vault Conversations: Honeycomb (Hive Mind)
  81. 81. The Vault as a “Honeycomb” or “Ant Farm”
  82. 82. Game Rhetoric: Nuclear Energy and Radiation
  83. 83. Wasteland Conversations: Sanity of Irradiated Ghouls
  84. 84. Vault Conversations: Atomic Energy, Again
  85. 85. Vault Conversations: Managing Radiation
  86. 86. When Mr. Handy Explodes
  87. 87. Game Rhetoric: Privilege and Naiveté
  88. 88. Wasteland Conversations: Dusting
  89. 89. Wasteland Conversations: Fire the Maid
  90. 90. Wasteland Conversations: Life Was So Simple
  91. 91. Wasteland Conversations: Adventure is a Lie
  92. 92. Game Rhetoric: Doubting Reality
  93. 93. Vault Conversations: Is Everyone Happy?
  94. 94. Vault Conversations: Is the Vault Safe?
  95. 95. Vault Conversation: Can We Leave the Vault?
  96. 96. Wasteland Conversations: Must Maintain Optimism
  97. 97. Game Rhetoric: Awareness of Fantasy vs. Reality
  98. 98. Wasteland Conversations: Humans’ Fault
  99. 99. Wasteland Conversations: Being Watched
  100. 100. Wasteland Conversations: Am I a Pawn?
  101. 101. Game Rhetoric: Difficult Life
  102. 102. Vault Conversations: Cram, Cram, Cram
  103. 103. Vault Conversations: Asbestos
  104. 104. Vault Conversations: Crossword Question
  105. 105. Vault Conversations: Crossword Answer - Vault
  106. 106. Wasteland Journal - People Actually Live Out Here?
  107. 107. Game Rhetoric: Death and Meaninglessness
  108. 108. Wasteland Conversations: Death Everywhere
  109. 109. Wasteland Conversations: Way to Die
  110. 110. Wasteland Conversations: Countless Human Deaths
  111. 111. Wasteland Conversations: Losing Track of Time
  112. 112. Game Rhetoric: Eviction and Resistance
  113. 113. Wasteland Conversations: Leaving on Free Will
  114. 114. Wasteland Conversations: Skepticism of Future
  115. 115. Wasteland Conversations: Rue the Day
  116. 116. Game Ethics: Values that the Game Espouses
  117. 117. Game Values: Capitalism and Authoritarianism ❖ Maximizing profit is the raison d’etre. ❖ Profit should be valued over social good. ❖ Providing social good is justified if and only if the act enables humans to provide labor that increases profit. ❖ A human life is good insofar as it can perform efficient labor for increasing profit. ❖ Human value is measured by the profit it can generate. ❖ Authoritarianism is good because it maximizes profit. ❖ Authoritarianism requires surveillance and oppression of the citizens.
  118. 118. Game Values: Efficiency Warrants Eugenics ❖ Eugenics (greek for “Good Birth”) is a social philosophy, originated from Plato, that contemplates on how to create better societies via selective breeding (for eliminating undesirable human traits). ❖ Most countries have ended eugenics-based policies, but U.S. still implements some policies, such as the ban of incestual marriages. ❖ Fallout Shelter gameplay promotes eugenics based practices: ➢ Overseer (player) can selectively breed dwellers. ➢ Consequent children will carry the genetic traits of the parents. ➢ Children can inherit SPECIAL skills of the parents (when the parents are equipped with certain items).
  119. 119. Vault Breeding: One Man Fathers Several Children
  120. 120. Game Values: Capitalism Justifies Ageism ❖ Fallout Shelter gameplay promotes ageism based practices: ➢ Overseer (player) can evict any dweller from the Vault at will, without offering any justification to the dweller. ➢ Once a dweller reaches level 50 (max), the dweller can no longer generate any caps (profit) for the Overseer. ➢ To raise efficiency and profit, the Overseer can evict the level 50 dweller, and train a younger dweller to replace the older dweller. ➢ Upon eviction, the dweller is stripped of weapons and armor that could protect him/herself from the Wasteland. ➢ A dweller’s level could represent age. The eviction of the level 50 dwellers could be interpreted as an ageism-driven act.
  121. 121. Applying the Ethical Theory of Egoism to Examine the Game, Fallout Shelter
  122. 122. What is Egoism? ❖ In philosophy, Egoism (latin. “Ego” means “I”) is an ethical theory that presents either a descriptive or a normative position that an act can be moral or rational if the act maximizes one’s self-interest. ❖ 3 Types of Egoism: ➢ Psychological Egoism: A descriptive position (and a metaethics) that a person desires/is motivated to act only to maximize her own self-interest. ➢ Ethical Egoism: A normative position that actions are morally right if the actions maximize one’s self-interest. ➢ Rational Egoism: Claims that actions are rational if the actions maximize one’s self-interest.
  123. 123. Egoism vs. Altruism ❖ For the Psychological Egoist, Altruism (the belief that one would or should act for the sake of others) is unnatural for the individual, who desires to act solely for her own welfare. ❖ Example Scenario: A fireman rushes into a burning building to save a child, even though he knows that the building will likely explode within minutes due to a gas leak. The fireman was able to save the child’s life, but he dies soon after due to 3rd degree burns and carbon monoxide poisoning. How would an Altruist vs. an Egoist respond to the above scenario?
  124. 124. Egoist’s vs Altruist’s Response to a Scenario ❖ An Altruist would say that the fireman acted altruistically to save the child’s life, while foregoing his own. The fireman rushed into the burning building, knowing that it was about to explode, because he acted for the sake of the child. ❖ An Egoist would say that the fireman acted in self-interest when he saved the child’s life, because he only acted for the sake of upholding his own reputation. The fireman rushed into the burning building, knowing that it was about to explode, because he wanted to showcase his heroism. His death was unfortunate, but it preserved his honor as a fireman.
  125. 125. The Egoism of the Overseer ❖ In Fallout Shelter, the Overseer (the player) can make ethical or unethical acts at will, without any intervention from the dwellers. The Overseer has absolute power over the dwellers and the Vault. ❖ The Overseer asks the dwellers to perform various jobs, all for the purpose of maximizing his/her self-interest, which is to gain profit. ❖ The Overseer maintains the Vault to secure the dweller’s lives, because dwellers are needed to complete jobs and maximize production. He/She is motivated to protect the Vault and the dwellers to benefit his own welfare.
  126. 126. Question about the Dwellers ❖ Q. Through the lens of Egoism, how would we understand the motivation of the dwellers in working for the authoritative and oppressive Overseer?
  127. 127. Presentation by: Sherry Jones Philosophy & Game Studies SME Lecturer, Rocky Mountain College of Art & Design ISTE Games and Simulations Network Leader http://about.me/sherryjones Twitter @autnes sherryjones.edtech@gmail.com

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