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This is Game Maker's Toolkit, I'm Mark Brown.
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Darkest Dungeon shows the psychological toll
of being a warrior in a Lovecraftian nightmare.
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Heroes become stressed out, they suffer debilitating
afflictions, and they rack up destructive
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personality quirks. And while physical wounds
heal instantly after a quest, psychological
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trauma lingers for much longer and must be
treated with prayer, or booze, or a trip to
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the sanitarium.
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It's a surprisingly nuanced representation
of mental health - backed up by the yelps
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and appeals of your emotionally tortured party
members - which makes your heroes feel like
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real and vulnerable humans.
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And this makes it so much worse when you,
as their team leader, make the decision to
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crush their spirits, drive them to drink,
push them way past their mental limits, and,
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when they've become too mentally broken to
be useful anymore, toss them onto the streets.
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Yes, it's important to take good care of your
most valued troops, and you'll consider their
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emotional factors carefully. But it's also
true that the only thing that's free in this
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game are human lives.
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A good strategy, then, is to hire a bunch
of suckers for free, take them into a dungeon,
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and extinguish the torch. Fighting in the
dark is incredibly stressful but it leads
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to much better loot. When the troops come
back - haunted and suffering - you dismiss
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them and hire some more.
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Darkest Dungeon ultimately makes you the bad
guy, but it doesn't tell you that through
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the premise or as a twist in the story. You explore your
morality organically, simply by engaging with
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the core mechanics on offer.
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As Jim Sterling wrote in his review, "you
start having a much easier time the moment
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you stop thinking like a hero and start embracing
the cold, calculated sociopathy of a would-be
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corporate CEO".
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What you definitely do not need is one of those hokey
karma systems to tell you that you've crossed onto
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the dark side.
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I'm not really talking about the ones found
in RPGs like Mass Effect and Fallout, seeing
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as they stem from D&D character sheets that
ask you which alignment you're going to role
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play as.
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But the ones found in action games like inFamous
and BioShock are, to put it kindly, a bit crap.
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Choosing good or evil options simply leads
to slightly different powers and cutscenes
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in inFamous, and while Irrational was going
somewhere with the little sisters in BioShock,
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where you had to make the ethical decision
to kill a child in order to get yourself more magic DNA
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juice, it bungled the execution by rewarding
virtuous players with more stuff in the long run.
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These systems are reductive, flattening out
the complex maze of human morality into a
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single good or evil bar. And they frequently
ignore the middle ground, and make it more
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about replay value than genuine heart-wrenching
decisions.
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Which is why it's pleasing to see games like
Darkest Dungeon, which is one of a number
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of recent indie games that explores this topic
with a lot more nuance - mostly by doing away
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with separate "karma systems" altogether,
and embedding morality into the main mechanics
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themselves.
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Undertale, for example, turns every monster
encounter into a moral choice as you can choose
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to kill the critter, or talk to the monster
and try to pacify it.
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Killing is easy - we've been taught how to
do it by decades of JRPGs, after all - and
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this is the only way to receive experience
points and boost your health. It's possible
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to justify your violent actions as coming
from a place of fear and disempowerment.
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Mercy, on the other hand, is a complex puzzle
- especially in boss fights - and because
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you receive no in-game bonuses for doing it,
you'll have fewer health points and will struggle
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to defend yourself in upcoming encounters.
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But Undertale's rewards for pacifism are far
greater than stats: you become friends with
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the characters, you receive a more interesting
story, and you get to go on a date with a
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skeleton.
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To be truly good in Undertale, you have to
put in more effort, and make a significant
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sacrifice. And you also have to ask yourself what you value in video games because you get completely
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different things for choosing a more violent approach,or a more merciful play style.
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Ultra depressing civilian survival game This
War of Mine has more strict repercussions
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for immoral choices.
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If you direct a character to steal items or
kill defenceless people when out scavenging,
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you will get more items for your safe house
but you also risk making that character become
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sad, then depressed, and then broken. At which
point they may leave your group or commit
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suicide.
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To restore that character's spirits, you'll
have to spend time consoling them, or use
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up resources making alcohol. The consequences
of your actions are felt keenly in this game.
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And then there's Papers, Please. Here, you're
tasked with checking passports as people cross
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the border into your country. If everything's
legit, you let them through but if their passport
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is out of date or missing crucial information
you turn them away.
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You earn money for every person you process,
provided you make the right call, and at the
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end of the day you get to spend your money
on food, medicine, and rent for your family.
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Then, things start getting complicated. Every
day new rules are introduced, extra paperwork
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must be checked, and it takes you longer and
longer to process each person. Your rent's
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going up, your family's getting sick, and
you're not making enough money each day.
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The odds are stacked against you, and the
game starts to apply pressure. This guy will
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give you extra money if you detain people,
even if they don't really deserve it. This man asks
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you to let his wife through, but she doesn't
have the right paperwork and you could lose
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money if you don't turn her away.
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In this game, the idea of right and wrong
becomes very blurry. Papers, Please is mired
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in the murky grey area - and it essentially forces
you to become corrupt. It's just down to you to
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decide the extent of that corruption.
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What I love about this game is that Papers,
Please shows how good people don't just make
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an arbitrary choice to turn to be a bastard,
but are instead driven to do immoral and cruel
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things by systemic failure, poverty, and desperation.
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That's a pretty profound message in of itself,
but video games are uniquely equipped to explore
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this topic because they aren't limited to
just showing and telling: they make you complicit
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in the system.
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Darkest Dungeon, for example, may be making
a comment on the way corporations can ignore
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the mental anguish of its employees just to
make a profit - and it shows it to you first hand
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asking you to confront this nasty system.
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Each of these games explores morality in its
own way, but some similarities are clear.
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In each, you're tempted to be evil by the
promise of money, experience points, or easier
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gameplay. And only This War of Mine seems
to have a negative mechanical reaction to
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those who are immoral.
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It's much harder to be good in these games, as you must make sacrifices or make yourself vulnerable to
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do the right thing - and the rewards, if there
are any, are often not about gameplay. They're
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narrative or character driven.
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And these games all do a terrific job of making
you feel miserably guilty for being a jerk,
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as characters and the world in general react
to your misdeeds. I genuinely felt like human
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garbage when this woman was weeping over the
corpse of her husband. Who I had just punched
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to death. Sorry.
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And most importantly, I think, is that all
these games explore and comment on morality
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through their core mechanics, rather than
in isolated choice sequences or separate karma
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systems.
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In Undertale it's tied to experience points
and combat. In This War of Mine it permeates
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looting and character moods. And in Papers,
Please, decisions impact your budget, and
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are made with that big rubber stamp.
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Morality is something that more video games
should touch on, if only because their participatory
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nature makes them the perfect medium for asking
tough and uncomfortable questions of ourselves.
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But these games prove that it can be a lot
smarter than simply choosing between the nice blue
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option and the evil red option.
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Thanks so much for watching. Please leave
a comment with your thoughts, or with more
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examples of how games can talk about morality
in interesting ways. I try to read every single
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comment I get. As always, Game Maker's Toolkit is funded
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exclusively by its fans, including these gold tier supporters...