Moral Choices in MMOs

Snipehunter's picture

I ran across an interesting article today, by way of Massively.com. Apparently, Chris Klug of Cheyenne Mountain (They're making Stargate Worlds, which I am avidly awaiting) has been posting Dev diaries up. In his latest one he discusses moral choices in his MMO...

I was, I have to admit, first struck dumb by a fit of juvenile rage. You see, Massively's write up of the article takes the time to say that Earth & Beyond (Klug discusses a quest he wrote for that game) is the rare stand out exception to MMOs by including morale choices and explorations of the morality of the player's actions. I took umbrage. I have to admit that. But the reason, is because of what we did with Auto Assault and the lack of any mention of the title, at all.

I am very proud of the writing in Auto Assault. We covered topics and characterized our cast of NPCs in ways that I had not seen in another MMO. Interestingly enough, we were constantly compared to Earth and Beyond (Another killed in its infancy MMO, I might add)... I am beginning to wonder if this wasn't part of the reason. Anyway, to get back to the point: We spent a great deal of time making our characters three dimensional. Their motivations, the choices they faced -- and the choices that players had to make in order to help them -- were the triumphs and tragedies we were sacrificing everything we had to put into that game. We wanted to make sure that, if we did nothing else, we brought players stories that they hadn't seen before - stories of a caliber they weren't expecting to find in an MMO, let alone an action game. I think we succeeded and I will admit, puffed up as I am right now with vanity and pride, that I think we succeeded to a degree I've yet to see in any other online project. So, it hurts to have that work totally disregarded, but I don't blame massively. After all - they likely never played it. And if they did, they probably didn't read the text. God knows we were forced to do everything we possibly could to marginalize the skill of literacy in that game.

*sigh* Anyway, the point here is the write up was interesting. I suspect that Mr. Klug shares my views about what makes characters and the context of quests interesting. He hints at it a bit. I think that characters are only as interesting as the choices they make and the way they deal with the consequences. Similarly I think quests are only as interesting as the choices they present players. In a traditional MMO you have very few "verbs" at your disposal - very few actions players can take within the quest systems to accomplish their goals. There are an order of magnitude more quests in any MMO than there are types of quests that can be completed. How then, do you keep them memorable?

There are a few ways, but one of the cheapest ways to do that is to make the context of the quest as thought provoking as possible. Present real dilemmas with consequences and the fact that the player only had the old standby "kill, collect, deliver, escort or use" objectives to choose from won't matter. If the characters, the situation and the choices those objectives represent are all interesting or thought provoking, you can muscle past the same old generic gameplay... at least for a little while.

I am constantly amazed that we don't take our writing more seriously in this industry. It's a powerful tool. Far more powerful than most of this industry ever gives it credit for. Ask the guys at Bioware and 2K Boston what I'm on about... they know.

- Snipehunter


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i always felt the open ended

i always felt the open ended games like knights of the old republic, jade empire, fable, mass effect.. they are all kinda hollow.
the feeling while playing the game is moral, yes, you make moral decisions to dictate how your character react and such.

but at the end of the game i feel horribly jipped, because regardless of if im a 'good' guy or 'bad' guy, i still kill the big bad guy, either to take over, or just for the greater good.
the result is the same, the bad guy dies and you win in a very simple 'i am the strongest' kind of way.

love to see someone make a game that has moral choices and alot of very radically different endings.

Snipehunter's picture

Good point

It's funny you should mentionthat. I've been spending a lot of time with Assassin's Creed lately, which is an awesome game, but the longer I play, the less I care about the story. The problem, for me, is one of choice. Out in the game I have no less than half a dozen ways to accomplish any one goal, but for some reason, as soon as the story bits begin I'm locked into the choices that Altair makes. And of course, for the sake of the narrative, Altair makes all of the important decisions in the game.

When a story is really well written, I'm willing to take the back seat and let the main character make the big choices. Chances are, the main character will make the choices I would have made anyway, but for some reason, Altair just isn't that kind of guy. The net result is that I spend most of the time in the cinematics and story bits going, "Aw, now why did you go and do that?!" To me this invalidates a lot of the sense of freedom the open world sandbox gameplay gives me. Instead of feeling like my in-game choices led me to the point where my character makes his choices... I feel like a kid who gets called back from the sandbox for class, because recess is over. It's not an awesome feeling. Luckily for Ubisoft, the fun I have playing with their incredibly well done combat and parkour mechanics makes up for it... but I wonder if I'll replay it.

To offer a contrasting example, I tore through Mass Effect in something like 20 hours... and immediately restarted with a new character to explore the other options I left on the wayside the first time through.

At an abstract level, the games are identical. They both offer less restrctive sand-box play (more so in Assassin's Creed, surely) followed by linear story cinematics/story exposition. But, despite that, Mass Effect seems more playable to me. It may not be the case, but I somehow feel that this has a lot to do with the quality of the writing. In either game, the writing never rises above "not bad," but the characters actions and motivations are more in line with each other in Mass Effect and so I don't mind the story bits as much... In some cases, the story even compells me to play further -- something that hasn't happened yet in Assassin's Creed.

Funny thing is... I have WAY more fun with the moment to moment gameplay in Assassin's Creed than I do in Mass Effect. It's sort of odd to me that when I consider the games as whole entities, I find Mass Effect a better game.
- Snipehunter