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Morality in the Mechanics | Game Maker's Toolkit

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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...
Title:
Morality in the Mechanics | Game Maker's Toolkit
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Video Language:
English
Duration:
08:59

English, British subtitles

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