
In Fallout: New Vegas, there are certain factions that, regardless of the circumstances, you gain karma by killing. The Legion and Powder Gangers both suffer this fate. Patrolling, sleeping or guarding an outpost–it doesn’t matter. They have been designed this way and therefore any method of punishment you can dispense is legitimate because, clearly, they are evil.
The game manages to get around this by making all of these enemies legitimately loathsome. The Legion rapes and brutalizes women and the Powder Gangers are prisoners that have escaped and decided to wreak havoc upon the countryside. That’s just scratching the surface of their atrocities. Neither cause is sympathetic by design so it should come as no surprise that eliminating them would give a karma boost.
But as the Supreme Court hears arguments on how different groups believe they should treat the sale of violent video games in California, there has truly never been a more apt time to opine on the state of morality systems in gaming. When you think of a time when someone else was telling you what is good and right, video games should never be far from mind.
In the real world, we explain to folks that not all Muslims are terrorists but generalizing is still alive and well inside video games.
Game designers have been telling us what is good and what is evil within the context of video games for years, often ignoring the various complexities of situations and generalizing on a large scale. This can sometimes be conflated with the distinction between problems and choices, but virtually every known karma system functions in the same manner; a point on a line that shifts from light to dark, good to bad, paragon to renegade.

The problem I have with this simplified stand on morality is the same one I have with the Supreme Court ruling on supposed moral quandaries. Our dichotomous society tends to view things as the two ends of a spectrum when there is actually a rainbow. Ambiguity is much harder to deal with because, by nature, it’s a slippery thing. It is much easier to paint things in stark, drastic tones and go from there.
This is why the flawed karma system, as presented in games like Star Wars: Knights of the Old Republic, continues to propagate and spread. It works, from the game designer’s perspective, because it allows for them to insert harder-hitting questions from reality into their games. Unfortunately, situations that occur in the world outside of video games tend to be less cut and dry than designers might wish them to be and thus a single point on a line doesn’t quite cover it.
To make things yet more confusing, to return to the example of Fallout: New Vegas, there’s actually one single Powder Ganger inside the NCR Correctional Facility that is not necessarily evil. In fact, talking to him, he’ll let you know that he doesn’t much care for the other escaped prisoners and would prefer to serve his time. You can even go so far as to set him up as a local sheriff for one of the towns in the Mojave.

By assigning static values of morality to each NPC in the desert, Obsidian Entertainment removed all doubt from the player’s mind. It is at this point that the problem versus choice debate rears its ugly head. In New Vegas, it is almost certainly best to play a morally good character and defend the weak, destroy the evil and earn the respect of the public in general. This becomes a problem to solve because, at this point, you know exactly who you should and should not shoot.
One possible solution to this would be to merely refrain from updating the player on their actions. Keep a sliding scale but not clue the player in on how their specific actions affected the outcome. In a way, this is only sweeping the problem under the rug and not dealing with the fact that it exists. In a perfect world, the entire bar would be eliminated.
Luckily, Obsidian already provided a perfectly suitable replacement for the traditional karma system with the inclusion of faction ratings. Depending on your standing with certain factions, different paths might open up to you. If the NCR idolizes you, you may receive new dialogue options at various NCR outposts and be able to trade with some of their more stingy quartermasters. This is not a new system but is merely one that is very slowly gaining traction in development circles.

World of Warcraft has had faction ratings for years now. In fact, they have even had you pick one faction over another to “grind rep” for in the past. Due to being an MMO, though, it had very little impact on the actual gameplay. Even if the Gelkis clan of centaurs loved you and the Magram despised you, it didn’t really matter. Desolace played out in similar ways regardless. Perhaps the good folks at Blizzard realized this as they’ll apparently be reverting to simple hostile mobs in the new expansion.
That is not to say that Blizzard hasn’t been without their subtleties or moral complexities. For example, the Bloodsail Buccaneers are hostile when you first interact with them. Chances are that any given World of Warcraft player will never bother learning more beyond the fact that they’re hated by most of the other factions, especially goblins. There’s no real reason to suspect there’s more underneath the surface of these pirates.
But that’s only because video games have trained us to consider the enemy of choice as something other than a sentient being. After digging a little deeper, those enemies suddenly become much more human. If the player wants, they can anger some goblins and begin raising their reputation with the Bloodsail Buccaneers–it’s even a feat of strength known as Insane in the Membrane. Once they no longer attempt to kill the player on sight, the pirates can be approached like any other NPC in the game and have their own unique set of dialogue. And so it dawns on the player that all of those “enemies” they were so bloodthirstily murdering not so long ago have their own stories to tell.

Overall, however, the system was implemented unevenly at best.
Fortunately, this reputation system made the natural leap to single-player role-playing games and no game represents this philosophy better than Dragon Age: Origins. In the game, the only karma-like system available is entirely based on how your companions perceive your actions. In effect, this is a faction system limited to a single person each. One action may raise Wynne, Leliana and Alistair’s opinion of your character but at the same time lower the opinions of Zevran, Morrigan and Shale.
It’s also important to note that neither World of Warcraft nor Dragon Age: Origins includes the traditional karma system of good and bad represented as a sliding bar for your character at all. WoW excludes it for obvious reasons and pitches both the Horde and Alliance as sympathetic in their own ways. Dragon Age, on the other hand, molded the typical karma system into their very own version of the faction systems present in other games.
Either way, it seems like the industry is growing ever-so-slowly towards replacing the old, outdated karma system model. If nothing else, some developers are at least increasingly being more subtle about it and refraining from bashing the player over the head with the knowledge of just how moral their last action was.
Quantifying morality only leads to creating problems, not choices, and while both are viable tools for a game designer, one single tool is not always useful in every situation. Ironically, this is also a matter of perception. When you have a hammer, all you see are nails.

Great first piece, James. Really glad to have you working with me.
And even I have had some issues with F:NV, I think this is the best assessment anyone’s done about the morality in it. :)
Excellent piece, and excellent choice of topics. Morality has traditionally been totally off the radar when it comes to evaluating video games; “What do you expect? It’s a game.” But as the games become ever more simulations of reality, and legislators become ever more interested in them as a new political frontier to capitalize on, and developers seem ever more ambitious about making the games a form of literature or art and not “just” entertainment, these issues become important and the old assumptions untenable. I hope others share your opinions and “the industry” continues to move in the directions you suggest!
I like. You should give the Witcher a whirl if you get a chance. There is no other indication of how your actions affect the world other than the consequences of those actions, which is I think what I think the karma system will eventually morph into. The game has a whole slew of problems though, so don’t say I didn’t warn you.
Thanks!
And I actually have the Witcher installed, based on a recommendation by Kyle Stallock, but never got very far. Being that this is the second time someone has given it the thumbs up, maybe I really should give it some more time.
I wouldn’t call it a full-on thumbs up :) Like I said it’s got a crapload of problems. Still, it’s worth at least checking out.
I loved The Witcher; just make sure it’s fully patched. They put out the directors cut for free to users, but it’s kind of a pain to patch. The original was plagued by technical issues. Be sure to save a lot because it’s prone to crashing. The patches though actually affected gameplay and made it more enjoyable. It’s in my top 10 favorite games of all time. If you have the steam version it auto updated with the newest patches which was nice.
Ha!
Nice article there. The story of the Bloodsail Buccaneers reminded me of STALKER (first game, SoC). I mean in that game, you’re supposed to kill bandits and mercs. But, if you take enough missions for the Freedom faction, you may end up joining the faction, and all of the sudden, the bandits are neutral … And if you’re to believe what the Russian community says, the bandits tell the funniest jokes in the whole game :)
Glad to see you lurking around here… :) You are the same Herr_Alien who was super supporting to Iron Grip, right? (I’m their CM! Monique!)
Yeah, same *cough* stalking *cough* guy. I added this RSS feed to my list when you mentioned it in your previous blog.
I shoulda known the new mystery writer was you, James. You sneaky bastard:)
Great debut piece! I really need to play this Dragon Age game as the telegraphed Paragon/Renegade choices in Mass Effect are easily my biggest gripe with that series.
So far Epic Mickey is coming closer to achieving moral ambiguity with the consequences of your choices not taking effect immediately. I’m not as fond of the “guardian system” that encourages you to gravitate towards one side for a power up, but its inessential enough to easily ignore.
I am rather sneaky at times, aren’t I?
Also, thanks! And you really should. DA is still my GOTY for 2009. Then again, I have a strong bent toward RPGs.
Epic Mickey sounds like a game that would be hard-pressed to have moral ambiguity but I’ll definitely take your word on it. Curious to check the game out myself.
I’ll compose my full thoughts in a later comment, but in the meantime, welcome back hellmode! Where the hell you been?
Basically a tech issue and some complications made me take a break a month longer than I meant to… :( I knew October would be a bad month because I had a dozen work related things lined up, but I had no idea how busy November would be too!
Thanks for welcoming us back!!!
Even though it got a lot of flack when it released, I actually find myself really enjoying Alpha Protocol. One of the reasons was the “discussion” system, which was based more on personality rather than black and white morality. People judged you based on how you spoke with them, and that affected their individual opinion of you.
This meant being aggressive to one character would make you seem like an asshole, but next thing you know this Russian bounty hunter woman ONLY responds positively if you’re aggressive. One character responds well to a flirtatious attitude IF she herself is flirting, but once she goes professional only a professional attitude will do. It took morality out of it and broke it down to a number of personality traits. When it DID come down to morality, such as “Save one person and let hundreds die, or sacrifice one so that hundreds live”, it never makes you feel as if there was a truly good or bad choice. You felt negative consequences either way. Going back to play Mass Effect 2 afterward suddenly made me feel more pigeon-holed into black and white systems, pulling me out of the game a bit more.
Unfortunately, due to the poor critical reception of Alpha Protocol, I can’t see developers rushing to imitate this system.
On Dragon Age: Origins, however, I think the best thing to note is that a character’s perception of you means squat if you make a decision that stands against everything they believe in. Unfortunately, this means playing as a “evil character” results in killing half of your party if you aren’t careful about who is present at what time.
The karma system in New Vegas may tell you what is good and bad, but it really doesn’t matter to the game. No one in the game reacts to you based on karma, there are no powers based on karma (as in KOTOR where some powers work better dark or light side) and so on. And if Caesar’s Legion (a bunch of raping slavers) isn’t evil, well, no one is.
All that Karma effects is how you are described at the end of the game, actually, and that’s reasonalbe — if you wander around doing evil things people regard you as scum, which, well, they would…
I would also argue that some games demand a morality meter, and that KOTOR was one of them. It’s integral to the universe for Jedi/Sith to be concerned about the issue, and Sith are evil, there’s no question about it (whether Jedi are exactly good is more nuanced.)
That said, I’m good with it either way. I think it boils down to a design decision about what sort of game you want and what sort of world you’re simulating. In a world with metaphysical evil, as in both Star Wars and many fantasy games, a morality meter makes sense. In Mass Effect they’re trying to simulate two different types of action heroes: the rogue cop and the square jawed dudley do-right.
Doesn’t that, basically, make the karma system in New Vegas an empty shell? A system designed to be underused at every angle?
I think it comes into play more often than you stated but nothing comes to mind just now.
As for KOTOR, I can see the argument for some kind of Good vs Evil meter if only because that’s actually an example of a dichotomous franchise.
I wrote my own piece over this a few days ago because the issue keeps poping up in my head and most games just can;t handle a good karmaic system. You either wind up with a lose syste like FO1-3 or an overly restrictive one like FO:NV and some of morrowind/oblivion ad KOTOR.
They are are not bad persay but rather filed with holes and meander about the story leaving an off taste in your mouth(Dragon age/Mass effect).
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Heres what I wrote out a few days ago.
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Alignment(or krama) systems good, bad and the lack of choice.
Updated 1/19/011, 1/20/011, updates in italic.
Notes:2-5 sentences a paragraph keep paragraphs on subject,try and detail information for those who are not gamers or are aware of mechanics.
Alignment(or krama) systems good, bad and the lack of choice.
Updated 1/19/011, updates in italic.
Notes:2-5 sentences a paragraph keep paragraphs on subject,try and detail information for those who are not gamers or are aware of mechanics.
Most games that try and offer depth in their story telling by allowing you the player to make choices in their dialog pathing system which results in taking different story paths thought the game. If you do not quit understand the concept you go to a guy in the game and are given a few ways to handle that story path either ignore him(non choice) take the mission for more than what he can afford or steal or sell the item before you return to him(evil) or finish the mission for no payment. Typically these choices revolve around doing something positive, kind or good and doing something evil, selfish or negative. These choices tend to lack depth as a game slowly becomes picking A or B option that ultimately ends in a predictable manner.
Since the last 90s developers have not really advanced or made deeper dialog pathing system options. Yes some have had good story telling but most have had fair story telling on an over simplified choice system. Some may have even given a 3rd option of being less or more of an ass but I feel even that is not used well.
From my musings on the mechanic of a multiple choice dialog system that offers a varied pathing structure that is deep but not overwhelming from a design and development standpoint. You first understand the concepts of good and evil and then yes place them on a measuring bar that is half good and evil. Then you must comprehend how mired humans are in shades of gray.
So instead of having 2 absolute points you have 2 end points (good and evil) with about 5 markers in-between. The total markers are something like so, Angelic, good, friendly /bad ass/ asshole, Villain, Baby eater/Monster . Bad ass tends to be on the flip side of neutral a mix of asshole and friendly. Then you have the gauge bar pop out a side or bottom bar to display levels neutral type characters ones that work based off their sense of honor or life style as well as one for bass ass.
Basically if you stay at a chosen point on the bar long enough you get to open up the secondary bar, but all this is mainly to show where you are alignment wise as one part log one part your score/level the game uses for calculating nuances in your encounters with people.
Something I missed in my previous post how people “see” you. Depending on how cheery the town is thats the base like/hate score for you, it raises as you do jobs locally and raises even more for the people you work for, at least if they are happy with the jobs outcome. Of coruse the more you annoy them the more they are going to hate you like bartering in morrowind only more dialog based, if a person hates talking to you the more annoyed they are at you like on morrorwind when you haggle prices down and after awhile the trader hates even to the point or attacking if I recall, but rather taking it to such an extreme when you get into a fight or whatever everyone’s opinion of you drops some are more likely to attack than others during the fighting event but heads cool off and no harm is done unless you go out of your way to kill them.
An easy way out is use money/items to help in people not hating you as long as its not the focus of the game *cough fable2cough*.
Something I missed in my previous post is an explanation of how events and choices change you make effect the game , even if its obvious it dose not hurt to go over them.
First off blind karma counters suck you should only get dinged for a good/bad score if its not witnessed IE instead of a whole point of 1.0 its more like 0.001, not being seen is something that should always be on the mind of devs when they work on deeper mechanics. IE if you are thief or pickpocket you are going to get much lower negative Alignment/karma hits if you do so a.without anyone around b.with accompanying stats for hiding and when there is no one around in line of sight then you will always get lower results as long as there is nothing around to see you doing it.
With dailog and choices for quests those choices on the end of the quest have varying but high points/effects 5-25 or higher but those choices result in a greater shift in your alignment thus a greater shift in how the locality the region and the world looks at you and from those perspectives the story can be weaved and layered out to fully taken into account your total choice score so far.
Now the fun part begins having the game world deal with you and your alignment. Just having them deal with it via a single value is a bit… limited IMO. A single value is you walk into a bar the people see you if you are an experienced character (heroic/demonic) they size you up based on your values.
This works well for maybe the first area after that it kinda gets repetitive, instead let’s do this your alignment merely shows your total alignment so far but not the alignment or what the world thinks of you for the town or region or world as a whole. Your alignment should be augmented by the town/region you are in and the town region should have a separate score of what they think of you as a general populace.
A town is merely a group of people a region is a group of towns that share the same mindsets so you can have at least 2 different mindsets in a region, this way you can place a character on a mostly good path where they can walk in the streets of a non chaotic town or be spat/shot at because the character is a villain and so he can walk in more chaotic crime ridden areas without issue most of the time.
This allows your character to open up a new region to likening you and adds nuances to pathing, tho realistically one or two quests in that region will open most of the people up to you. The world’s alignment score for you goes up slowly and marks your progression as a famous or not hero/villain/other. And yes we see shades of this being used but its more random than a well polished system.
With this in place you can use a 6 tiered system to offer up to 6-12 options per encounter with the public and the game actually taking note of most of them. I do realize I missed things I am far from perfect and have issues with grammar but I am trying to convey my passion for game mechanics, one bucket at a time.
I check very single day, but this blog is never updated? It’s one of the coolest blogs out there. Please update more often! I enjoy your articles.
[...] Systems and Fallout: New Vegas Hell Mode’s James Bishop broke down the issues with morality systems in video games in a post earlier this month, ranging [...]