Simulating Good and Evil: The Morality and Politics of Videogames
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Simulating Good and Evil - Marcus Schulzke
Evil
Introduction
You step out of an elevator into a crowded airport. There are tourists on their way to remote beaches, businesspeople eager to return home, and families saying their goodbyes. They are huddled together in the security line, waiting to pass through the metal detectors before embarking. You take a position behind the throng and open fire. Bullets spray from your machine gun. Along with three companions, you systematically annihilate the crowd of innocent people. Then you move forward, sweeping through the airport to continue the rampage. Guards try in vain to fight back, but their bullets zing helplessly against your Kevlar vests; they succumb to your heavy weapons. To your right, a woman struggles to pull her wounded husband to safety before he bleeds to death. To your left, a man clutches his stomach to stanch profuse bleeding. You cannot stop the attack. It must proceed. You cannot be the good guy. Any attempt to intervene just causes the other attackers to turn against you. Your only choices are to passively watch the attack unfold or put the victims out of their misery with quick shots to the head.
This is the infamous No Russian mission from Call of Duty: Modern Warfare 2. It is among the most controversial moments in videogame history. How could it be otherwise? The scene comes in one of the most commercially successful game franchises ever produced and is calculated to evoke strong responses. The violence recalls the 9/11 attacks with its airport setting, and plays on heightened fears of terrorism. Within a few months after being released, it was blamed for inspiring an attack on Moscow’s Domodedovo airport.¹ In a rarity for the genre, No Russian casts players in the role of terrorists, allowing them to make the critical decision of whether to kill innocent people.
Books and articles about videogames routinely open with anecdotes like this. They present a lurid description of fighting, torture, or rape then ask readers to imagine themselves in the starring role. The twist is predictable: reveal that the atrocities are actually taking place in a videogame. They look and feel real, but they are simulations designed for entertainment. Read enough about videogames and this way of framing them will feel very familiar. It has become one of the stylistic conventions of gaming commentary. Like No Russian itself (or the myriad other controversial scenes that could be used in its place), the stories are designed to capture the audience’s attention by provoking surprise, curiosity, and perhaps disgust. Describing in-game events as though they were real underscores a habitual thesis—that games are important artifacts that feel real and that can have an impact far beyond the screen. This style of juxtaposing reality and fantasy sets up readers for arguments that attempt to blur the boundaries between these two domains. The actual twist, it turns out, is not that the vividly described carnage is simulated but that the simulation is real. The deeper question, and the point where commentaries diverge, comes when drawing out the implications of the relationship between reality and simulation.
In many studies, the opening anecdotes of simulated atrocities are used to introduce moral claims and, in particular, to provoke a sense of outrage. No Russian is among the most popular targets, but countless other examples could be used in its place. Since their inception, videogames have been a source of moral controversy. They have been accused of making players stupid, encouraging violence, damaging empathy, distracting players from more important pursuits, promoting war, supporting terrorism, and dozens of other evils that I will discuss throughout the book. A smooth rhetorical transition from what appears to be a real act of violence to the revelation that it is a realistic simulation brings reality and fantasy together in ways that allow moral outrage to slip from actual transgressions to those that are fictional. From here, it is easy to take the next step of suggesting that games are dangerous—that they somehow share in the real horrors they simulate.
I start with this reflection on the anecdotal parallels between videogames and real acts of violence with a different intent. The rhetorical strategy simultaneously shows one of the greatest insights of commentary on the medium and one of its greatest failings. This framing highlights the importance of videogames, and of simulations more broadly, while also suggesting that the actions taken in games are in some sense immoral because of the parallel between reality and fantasy. I agree with the former point, but I will devote this book to refuting the latter. I argue that videogames are morally significant but that they rarely warrant moral condemnation. They are better understood as providing low-risk opportunities for moral reflection. Above all, my goal is to show that realistic simulation of serious moral transgressions in popular videogames is not a bug; it is a feature.
Decisions, Decisions
Let us back up for a moment and think about what is happening on a deeper level when someone plays Call of Duty or one of the many other controversial videogames on the market. Games are shocking when they simulate morally significant events. They show terrible atrocities but also great acts of heroism, acts that depend on simulated atrocities that the hero can counteract. More than that, games are shocking because they are participatory. They require players to work through disturbing moral challenges, whether the decision is to pull the trigger, observe passively, or stop playing. Participation is vital because morality is all about making decisions. One of the core assumptions in moral theory is that a person must in some sense will an action for it to be evaluated morally. That is to say, actions can only be called good
or bad
when they are chosen, not when they happen by chance or coercion. This is true regardless of the evaluative criteria used to judge the decision. If morality is a matter of intentions, as in deontological theories, then goodness or badness lies in the intentions that motivated an action. If morality is judged in terms of outcomes, as it is by consequentialists, then attention shifts to the outcomes resulting from a person’s decision to act in a particular way. And if morality is primarily concerned with judging a person’s character, as in aretaic/virtue-based theories, then vices or virtues within the actor are paramount.
Our intuitive moral judgments tend to reflect the same sense that actions are only blameworthy if they are chosen. Usually, we do not praise or blame people for doing things that they had no control over or for acting under duress. Even willful actions may be excusable when circumstances compel them. If you rob a bank because you want to buy a nicer house, then you are a criminal and deserve condemnation, but if you are lost in the woods and on the brink of starvation, then you may be forgiven for breaking into a person’s house to steal some food. Breaking into a house is ordinarily immoral, but being under the duress of facing a life and death decision forces you to act and diminishes your culpability.² We tend to forgive people for accidents, provided there was no negligence involved, and even negligence is more forgivable than an intentional wrong.
What does the moral importance of choice have to do with videogames? It may help to explain why they have been such attractive targets for moral condemnation. Other media receive a share of the blame for corrupting audiences and instigating moral decay. In the aftermath of school shootings or when cultural critics decry the decline of traditional values, films, music, and television stand alongside videogames as regular scapegoats. Audiences make the decision to consume these products, which means that audiences can be blamed for voluntarily exposing themselves to movies, songs, and shows that are thought to have a corrosive influence. Nevertheless, these media are more passive than games insofar as audience members do not directly influence the content of the medium through their own choices. Someone watching a movie does not directly intervene in the decision to shoot one of the characters; such decisions about who to kill are common in games. Watch a film twenty times and you will always see the same events. Play a game twenty times and things could work out differently on each iteration, depending on what choices you make. There are important differences between more and less open-ended games. Videogames impose constraints on players, which require them to act in certain ways to proceed. Yet even the most linear games demand some degree of player intent for simulated acts of violence or other misconduct to take place.
Where videogames stand apart from other media is that players are not only subject to judgment as consumers of the entertainment but are also held partly responsible for what happens within the simulated worlds. Those playing No Russian are apt to be blamed both for buying the game and for deciding to shoot the innocent bystanders once they start playing. The overall moral valuation of games and players rests heavily on the assumption that interactivity creates a heightened degree of culpability for what happens within simulations. Player complicity in violence arises again and again in critiques of videogames. It establishes grounds for thinking that games are especially problematic from a moral perspective.
I was struck by the No Russian level when I first played it, because of the reactions of family members who were in the same room while I mowed down hordes of innocent bystanders. My family has no qualms with violent movies and television shows, and they have watched me play violent videogames on many occasions. None of it was particularly shocking to them until that moment when they seemed disgusted by the game and disturbed that I was enjoying it. I wandered through the airport, shooting as many people as I could. There were horrified gasps. Sure, the game could show scenes of violence against civilians, but how, my audience demanded, could I voluntarily pull the trigger? I was quick to resort to the amoralist defense that it’s just a game
(a defense I discuss in detail later). I was not actually shooting anyone. I was just pretending to shoot because I was pretending to be a terrorist. However, it was clear from the reactions that those watching felt that there was something more significant happening because of my voluntary participation in the killings. The same objection continually arises in scholarly research on games, with commentators questioning the judgment of players who willfully simulate atrocities, especially if players find this enjoyable.
Like morality, videogames are all about decisions. They are a form of interactive entertainment requiring choice. For anything to qualify as a videogame, it must at a minimum give players an opportunity to influence events. And it is not enough to simply act. Being successful demands reflection on the decisions with an eye toward identifying the rules of the game, and prediction about how actions will affect outcomes. Games differ substantially in terms of what decisions they present, how these are framed, how realistic they are, and how much freedom of choice they grant. Game design matters a great deal when it comes to creating these challenges and framing them, as well as in determining what consequences follow from decisions within the game world. There is therefore a natural affinity between moral decision-making and a medium that depends on the same skills.
This in turn raises a host of subordinate questions: Is it wrong to play certain types of games? Are immoral decisions in games really immoral, or do they just look that way? Do games harm players? Is it wrong for developers to present certain types of content or to frame issues in particular ways? It is also vital to see that these questions are not merely about morality. They are also political questions about what kind of society we live in, the collective responsibility for the content of entertainment, the permissibility of censorship, and the culpability of videogame developers for what players experience and what they do after encountering a game.
Thesis 1: Videogames Are Not Immoral, but They Are Morally Significant
My first goal in this book is to show that videogames are morally and politically significant but that they are rarely immoral in themselves. The parallels between No Russian and real acts of violence matter, as do the countless instances of simulated violence, sexual deviance, racism, and sexism in other videogames. I aim to demonstrate that there is value in efforts to link videogames to real life, and that this is especially important when it comes to moral and political issues. Videogames are not epiphenomenal fictions separate from the real world. They are influenced by real people, issues, and events, and may in turn influence their players. They are a means of exploring complex issues with the help of abstract models. They are a source of moral and political controversy in their own right, being central to debates over censorship and expression. They are tools of strategic communication that political actors use to persuade, and they are tools for fostering dissent that activists use to propagate counternarratives. By entertaining, informing, and inciting debate, they help to make reality what it is. We would do a serious injustice to videogames and their expressive power were we to deny their importance.
It is imperative to understand the interplay between videogames and the real world, but doing so requires first rejecting misguided attempts to show that videogames are immoral. We must eliminate some of the mistaken assumptions that hinder research on gaming and that inhibit the formulation of stronger theories of games’ moral importance. Of particular importance are concerns that videogames promote aggression, degrade empathy, train players to kill, or undermine players’ abilities to distinguish reality from simulation. Critics invoke dystopian futures in which people have lost empathy, learned to act violently, or simply ceased caring about morality. Critics imagine that this terrible future is coming within reach as videogames become more popular, more realistic, and more violent. Some even take the radical step of arguing that actions taken in videogames may be inherently immoral. Here they worry that simulated behaviors will become ingrained in players, causing character defects that may not be visible but that are nevertheless real. Concern over the moral implications of videogames has also become a political disagreement over whether censorship should be imposed or sales regulated.
Critics of videogames make some worthwhile points. For one thing, it would be wrong to assume that the decision to play a videogame only affects players themselves. Players are not solitary actors in a vacuum; their entertainment takes place in a broader social context in which there are legitimate concerns about what individuals think and how they behave. Societies have a vested interest in the moral education of their members—not in training people to accept a particular ideology but rather in imparting a basic sense of right and wrong, and fair treatment, that governs interactions with others. It is only possible to preserve good social relations and, by extension, to maintain a stable society that can endure over time if a large majority of members share roughly the same moral sensibilities and are generally committed to following them. Social stability and government functionality depend on a high degree of trust that people will usually play by the rules.³ Wherever people cannot be reasonably assured that others will generally act morally, the result is a rise in mutual suspicion, hostility, and violence. Around the world, failed states
are a testament to the myriad adverse consequences of losing this sense of common moral grounding: lower trust in governmental authority, organization devolving into small groups that can preserve a modicum of security, and economic uncertainty.
The shared commitment to acting well is at the basis of the idea of a social contract, which is essentially a belief that moral and/or political guidelines can be established through tacit collective agreement. Social contract theorists since Thomas Hobbes have sought to show that individuals can only become fully human by understanding their rights and responsibilities intersubjectively (in relation to others).⁴ Even those who deny the existence of a social contract uniting members must assume that there is some basis for social cohesion. Whether this is national identity, shared participation in the economy, or ethnicity, the result is the same: group life depends on the participation of members, which is to say it depends on individuals’ beliefs and actions within the broader social context.⁵ Moral decisions by individuals are inherently politicized when they have a collective impact. In fact, it would be fair to say that morality is inherently political because moral decisions only arise during interactions between two or more individuals in which conflicting claims about rights and responsibilities must be reconciled.
The outrage against videogames reaches its apogee in efforts to show that they are responsible for atrocities that directly threaten the fabric of social life. Many psychologists who link games to aggression begin and end their studies with claims that their research demonstrates a connection between videogames and mass shootings.⁶ The National Rifle Association (NRA) has repeatedly made the same argument following school shootings to shift attention away from gun control proposals.⁷ Russian journalists and politicians blamed No Russian for inciting a real terrorist attack.⁸ Opponents of the War on Terror have attempted to show that videogames were essential for building support for military operations abroad.⁹ In these instances, critics argue that individuals’ entertainment preferences are a political issue that threatens collective security. The critiques politicize gaming and show that questions of morality cannot be neatly contained within games or within a person’s mind. They have broad relevance and must be approached as such.
The fear that entertainment could have harmful side effects on individual psychology and political order is a long-standing preoccupation of philosophers that can be traced back to Plato. Throughout his writings, Plato cautions against the potential harms that may be inflicted by the media that defined his epoch, especially poetry and written text.¹⁰ In The Republic, he imagines the ideal city of Kallipolis, in which personal justice and public order are secured through civic education and careful control of information that could exert a corrupting influence. Plato warns that some poets are damaging to those who hear them.
¹¹ The potential for ideas to have a contaminating effect upon contact, without being subject to interpretation or doubt on the part of the audience, remains one of the central messages in media critiques. It is presented as a rationale for banishing potentially harmful media outright to prevent the imagined passive victims from being exposed to a pathogen. Plato is especially concerned about how such messages will affect children. There are echoes of this reasoning in the present, with arguments favoring censorship often focusing on adolescents. The irony of advocating restrictions on immoral influences when Plato’s mentor Socrates was put to death for corrupting the youths of Athens seems to be lost on Plato. Later philosophers, including Montesquieu, Rousseau, and Tocqueville, make similar arguments, albeit without the same degree of skepticism.¹² They emphasize the importance of being attentive to what kinds of messages are presented in entertainment and what effects these have on the temperament of citizens.
The critics of videogames therefore stand in a long tradition of attacking the latest form of entertainment. The concerns may be directed at a new medium, but these critics participate in an ongoing quest to understand media influence. Analysis of the morality of videogames continues this long intellectual tradition by extending it into a new domain and recasting the critiques to reflect videogames’ unique characteristics. The debate remains as important as ever and has broadened considerably by moving beyond the confines of philosophy to form an interdisciplinary conversation shaped by psychologists, sociologists, political scientists, specialists in game studies, politicians, and activists. With this in mind, I respectfully disagree with those who think that the matter is best left to psychologists.¹³ The morality of videogames is a complex issue in which no particular research agenda can cover the entire range of questions that must be answered.
As I will show, the vast majority of arguments that games have an adverse influence on players are illogical, empirically unsupported, or based on more fundamental problems that go much deeper than games themselves. A few of the more modest claims have some merit and provide grounds for thinking carefully about what games are appropriate for children and others who may lack the judgment necessary to separate fantasy from reality. For the most part, the chances of moral corruption induced by videogames are negligible and outweighed by the potential moral benefits. The effort to impugn games mischaracterizes games’ significance and has led many who enjoy them to defend themselves by resorting to the misguided argument that games have no real-world implications. The protracted war against videogames has made it seem like the medium either has a harmful influence on players or that it has no effects on the real world at all, foreclosing the possibility that they could have an influence that is largely positive.
I argue that videogames and the actions players take within them are not immoral and that efforts to incite moral outrage against moments like the terrorist attack in No Russian are deeply problematic. I dissect the central charges against videogames to reveal that most are fundamentally flawed and that even those with some plausibility can only be accepted with many caveats that limit their scope and intensity. Simulated actions may feel real and may provide a useful analogue for thinking about real moral challenges. However, verisimilitude does not alter the basic ontological fact that actions taken in videogames are not real in a strict sense. They are simulations without any immediate effect. The victims of No Russian are not real people; they do not suffer, and they lack moral agency. They have been killed thousands of times by thousands of players, without any genuine cost. We do actual victims a disservice if we think that the avatars themselves have moral worth or that players’ simulation of an attack will cause them to kill. On the other hand, the virtual attacks against these avatars can help us think more deeply about violence and can therefore have real implications. The actions are morally significant because they simulate human analogues that have moral and political importance, but there is an enormous difference between simulating misconduct and actually engaging in it. The representation carries the negative connotations of the immoral act, but is not immoral itself. On the contrary, the representation of immorality is an invaluable tool through which we can understand wrongful actions without really enacting them.
Thesis 2: Simulated Moral Decisions Are a Form of Low-Cost Experimentation
My second goal is to show that videogames are important sites of moral exploration. They allow us to encounter challenges that we might never experience in real life or to see familiar problems from a different perspective. They may even help us appreciate the consequences of moral decision-making via simulations of the plausible results. The ability to create artificial moral challenges that feel real and that players must solve by exercising their own reasoning skills is one of the distinctive benefits of videogames. Games stand apart from other forms of entertainment by exploring moral questions as participatory experiences. When playing, we cannot passively watch someone else make the decision and evaluate the impact from a disinterested perspective. We must decide for ourselves whether to pull the trigger. Then we must grapple with a game world transformed by our actions.
Particular games differ in terms of how, and the extent to which, they take advantage of this capacity for simulating morality. There are games that lack the narrative depth to do this, such as Tetris and Candy Crush. Opportunities for moral decision-making are therefore not essential characteristics that could be used to define the medium. At the same time, moral reflection is common and is not restricted to games that explicitly include moral labels or moral choice engines. I will discuss some of the dominant strategies for presenting morality in games, with special attention to their strengths and limitations. I show that there is a widespread tendency to engage with weighty moral issues in thoughtful ways, which is evident even in the most controversial games.
Arguing that videogames are morally significant but that their influence is largely benign or even positive may sound strange. It may seem utopian or contradictory to say that games have important benefits while having negligible adverse consequences. The two dominant schools of thought assert that videogames are either largely self-contained simulations that do not have much of an impact on the real world (this is commonly known as the amoralist position) or that they strongly influence players, usually in harmful ways. My own argument runs counter to both of these perspectives and is apt to attract criticisms for trying to have it both ways—trying to celebrate the positive aspects of gaming without acknowledging the negatives. Such a response would make perfect sense. After all, if videogames can be sites of moral experimentation and even education, it seems logical that they could also be sites of moral corruption. Fortunately, this intuition is misguided.
It is easiest to understand the moral significance of videogames by way of analogy. I contend that the moral challenges introduced in videogames are akin to thought experiments that are commonly used to test intuitions in moral philosophy, only with a vastly greater ability to make the simulated decisions feel real. To evaluate the rightness or wrongness of complex issues such as abortion, euthanasia, torture, and war, philosophers tell stories about simplified cases that highlight the key moral considerations. These stories strip away extraneous details and demand answers based on consistent moral precepts. For example, they might imagine a scenario in which two patients are dying in a hospital and only one can receive assistance, then ask what values should guide the decision about which victim to help. These same kinds of counterfactual scenarios arise across fictional entertainment, but the decisions are all too often left up to other people—the characters we observe from a distance—which makes us work harder at putting ourselves in their position and thinking about the right choice than when we are dropped into the action and forced to choose for ourselves.
Videogames are not literally just thought experiments and are certainly not reducible to the moral puzzles they pose. There is much more going on in videogames beyond moral decisions, yet morality is often a key gameplay mechanic and is the reason why games incite panic. Videogames frequently raise questions in ways that are functionally similar to thought experiments. Thought experiments are used to develop models that can test moral intuitions and explore the consequences of actions. They make it possible to explain theories in simplified terms as well as test them against potential challenges. Videogames likewise model decisions in fictional contexts, test intuitions, and allow us to explore the consequences of different ways of acting. They also offer some important advantages over traditional thought experiments, which are typically conveyed in a narrative form that lacks the ludic elements of a game. Among these advantages are situating moral questions in more complex and engaging contexts, giving them a greater sense of concreteness, and raising the possibility of unanticipated consequences.
Why does the analogy between games and philosophical counterfactuals matter? It reveals a great deal about the benefits of exploring moral issues in simulations, even imagining unspeakable atrocities, and why doing so has few harmful side effects. It is impossible to be evil in a thought experiment. Thought experiments may expose poor moral judgment, yet even the worst choices imagined are merely imaginary. It is also implausible to think that thought experiments cause immoral conduct. They may ask us to think about uncomfortable scenarios involving murder, genocide, rape, and torture, but mere exposure to those actions in theory does not provide training for them or cause desensitization. At the same time, thought experiments can be profoundly beneficial, which is why they are a fixture of moral philosophy. Modeling issues within counterfactuals makes it possible to think about them more clearly and pushes us to reflect on our own reasoning strategies. Counterfactuals can even be responsible for moral sensitization by exposing problems we were previously unaware of. It is possible to miss the point of a thought experiment or to make an imagined decision unreflectively, thereby sacrificing the potential benefits. Nevertheless, this is not evil. The unreflective person is not immoral, only careless or perhaps narrow-minded. In the end, the imaginative moral puzzles that philosophers deal with provide a wealth of opportunities for testing moral intuitions without actually doing anything