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> Except, of course, aside from its pre-set storyline, Grand Theft Auto doesn’t prescribe any of these things. This is not a fair characterization of the game.
by nkozyra 9y ago
> Except, of course, aside from its pre-set storyline, Grand Theft Auto doesn’t prescribe any of these things.
This is not a fair characterization of the game. Yes, you can avoid doing those morally reprehensible things but not if you actually want to play the game. In much the same way if you feel it's morally wrong to stomp goombas, you can avoid doing so in Super Mario Bros. But unlike the latter, you cannot proceed in GTAV without engaging in some of those undesirable actions.
The notion that we're making these choices independent of the game is disingenuous.
- whamlastxmas 9y agoThere's a million fun things to do in GTA without hurting anyone, to be fair.
- nkozyra 9y agoAbsolutely, I just don't think it's sincere to present it as though GTA itself doesn't offer a ton of context to push oneself in this direction. The premise pivots on the notion that we're doing these things of our own volition.
- Retra 9y agoIt is our own volition to care about finishing the game, and also to not care about inflicting imaginary suffering on imaginary ragdolls.
- pasquinelli 9y agoif you're there to play the game then you're there to let it manipulate you, so you made your choice before you started playing.
- True-Saber 9y agoPeople make these things called mods/cheats, which allow you to manipulate the game. I don't want to play through Ravenholm again, so I use the command to go to my preferred level.
- KGIII 9y agoIsn't the whole premise that one is, in fact, a car thief? I submit that the presumption of superior morality is cast aside by the very title.
- nkozyra 9y agoExactly. These are the types of clues that direct or influence behavior within. It's why I wouldn't attempt to glean any psychological info from decisions made by participants.
- KGIII 9y agoIt does make me wonder about Fallout 2, where you could have varied levels of morality in the game and play would adjust accordingly. By the way, it was the greatest computer RPG ever made - at least until that point. I know, that's just my opinion but I have conviction. Err... I'd stop gaming after Fallout Tactics, but that's a topic for another day.
- nkozyra 9y agoIt's an interesting side topic - there have been a lot of games that try to allow you to succeed as moral or immoral characters. But that's more sandboxed than GTA, which assigns repercussions for bad behavior in a way that models reality. The consequence is lighter, of course, and GTA "lives" more independent and ephemeral. What makes games like GTA interesting to researchers is the open, unstructured analog to our world. If the game lacked the strong user direction and context it could be useful in that regard.
- AmIFirstToThink 9y agoIt gives you a chance to put yourself on the shrink couch in the privacy of your room. You get to know yourself little bit more. You know how flimsy the safeguards are for you to not do the wrong thing. Laws, religious ethics are flimsy to stop you from doing the wrong thing. You realize that at the end of the day, it is up to you as the individual, to do the right thing in a situation. Playing GTA makes you a better, responsible citizen. If GTA makes someone violent, then GTA is acting as a filter to weed out mental health patients early on, before greater damage is done by them.
- jerf 9y agoA healthy, well-adjusted individual (which I mean in the psychological sense) notices that GTA and video games in general are very nearly morally null. At best you can create a rather strained line between "desensitization" and the possibility that you will do something bad in the future, which I call strained not so much because it's impossible but just because someone trying to condemn bad behavior in GTA would really like a more solid argument than that, not based in so many assumptions and second-order effects. And if it's that bad you'd like to be able to show a clear line between the rise in play and a rise in violent crime when, if anything, the opposite has occurred. (Which is probably not causal based on this issue. But still, the opposite has occurred, which makes the argument about how bad GTA is even more strained and difficult to make.) I play GTA and such as videogames, not as morality simulators, because as morality simulators they fail, because there is hardly any moral theory that applies to them. Utilitarianism doesn't tell me to be moral in GTA, because the utiles in my accidentally running down a pedestrian simply because I got impatient at a red light and just drove anyhow is null. Deontological ethics doesn't tell me to take good care of numbers in a computer, unless you adopt a set of rules that says otherwise purely in the name of being contrary for this post alone. (In which case I'd also like you to analyze the ethics of the numbers you changed simply in the act of posting your contrary reply.) Consequentialism doesn't tell me to be concerned about the value of numbers in a computer; I would have higher regard for the health and well being of an individual bacterium than a pedestrian in GTA. If you tried to read my personality by how I play GTA, you're going to get a very wrong reading, because I am well aware of how null the whole thing is, and I act accordingly. Nor do I find myself learning very much about myself. Nor do I find myself meditating on how flimsy the moral structure is constraining me, because GTA is not "just like the real world except for a few minor differences". It is utterly unlike the real world. It is completely unsuitable for any sort of moral analysis because in a very real way, the entire idea of morality applying to GTA is simply ludicrous, as ludicrous as the idea that I am a psychopath from a family of psychopaths because when we play chess with each other we kill, kill, kill without mercy or concern for how the poor chessmen feel.
- d--b 9y agoAgreed about GTA, but not about Super Mario. At the very least you'll need to kill Bowser to finish the game.
- KekDemaga 9y agoHe kills himself at the end if I recall correctly, unless you consider moving out of the way of his attacks as killing him.
- zeta0134 9y agoNot in the original Super Mario Bros. You run across the bridge, dodge Bowser's attacks, and "win" by reaching the Axe on the far side. The strong implication (within the NES's limited visuals) is that by collecting the axe, you have destroyed the bridge and sent Bowser plummeting into the lava. Alternately, you can hit him repeatedly with Fireballs, and he will eventually die like any other enemy. Mario absolutely "kills" Bowser in the original games. Though, of course you're quite correct that he returns in the sequels, and it's heavily implied that the Koopa clan does not die upon contact with lava, unlike the rest of the creatures in the kingdom. https://www.mariowiki.com/Axe https://www.mariowiki.com/Axe
- saint_fiasco 9y agoBowser always survives and shows up again in the sequels.
- cma 9y agoAnd GTA has a limited pool of pedestrians that repeat themselves and return over and over.
- comex 9y agoThat’s different. In Super Mario Bros., every Goomba in the game is an identical sprite, but story-wise - to the extent the game has a story, anyway - you’re meeting a series of different creatures of the same species. This is evident if only from the fact that there are often multiple on screen at the same time. The more modern GTA has a variety of looks for pedestrians rather than just one, but the same principle applies: the NPC you just met might look identical to the one you killed the other day, but story-wise, we should assume they’re two different people - because it makes more sense that way and the game hasn’t told us otherwise. Bowser, on the other hand, is a named character with a specific personality. Combined with supplementary materials and (in some Mario games, especially the RPGs) in-game dialogue, it’s clear that he’s meant to be a single character who Mario (also a single character) encounters repeatedly.
- watwut 9y agoYeah, but doing morally reprehensible thing in GTA is not actually morally reprehensibe. Kinda like writing book about mass murderer is not or rooting for actually unethic hero in movie (alost all of them if you think about it) is not unethical.
- nkozyra 9y agoNot really the point. The premise of the article implies that our actions are free will, as if we were newly born into the GTA world. It's not tabula rasa. Our available actions are constrained by a designed world and our chosen actions built upon context and expectations.
- nitwit005 9y agoPeople are more flexible there than you might think. A friend and I started trying to beat NES Contra without killing anything (it does force you to in parts), and after Googling it later, it seems quite a few people had the same idea. There are "pacifist" speedruns on youtube.
- SilasX 9y agoInterestingly I've seen games that require you to cross moral boundaries, even when the game's story shouldn't require it: 1) Knights of the Old Republic: One mission is to steal something form an enemy headquarters. It's possible to sneak all the way to the item and steal it without being detected, but they forced a cutscene when you take it that makes you fight a boss battle. 2) In Morrowind, there are at least some missions where you're just supposed to collect some artifacts but they tag on something where you have to kill a guard even when they're not actually keeping you from getting the item.