Guest Lecture: The Ethics of Exploration
February 17, 2010 I've had the opportunity to attend a couple of interesting events over the past few weeks that have given me some good food for thought. While much of the craft of game design is introspective, outside influences are critical not only for verisimilitude in games, but to prevent the medium from becoming hopelessly exclusionary. Nobody wants a game that you have to already play games to enjoy. (Well, some people want that, but they're not usually the sorts of people who are fun to actually play games with -- they're the extreme lifestylers who want to hole up in their hobby and use it as an identity with which to insulate themselves from the rest of the world.) I even use this as interview criteria: I always ask in interviews what other interests the candidate has besides gaming and if they answer, "Really, gaming is it," they get a big ol' thumbs-down from me.
Digression notwithstanding, one of the presentations I attended was the Ethics of Exploration, given by the vatican's astronomer, Br. Guy Consolmagno.
The presentation itself covered a lot of ground and I took from it some expanded thinking horizons. In terms of history, everyone remembers Galileo... but can you name the pope who brought him to trial? Galileo's story resonates with people because it's essentially human to wonder what's out there. Asking the question satisfies a "hunger in the soul," which is why we remember Galileo instead of those who condemned him and their comparative small-sightedness.
Much of what I pulled from the Ethics of Exploration was content related, stuff to construct games about or questions to ask in games rather than systems with which to create new games. A few of the topics that excited me here were:
Gah. Who to root for in the clash of good vs. good?A "conflict among goods": The goods in this case are things that are good, as opposed to products or resources. We often speak of having to choose between the lesser of two evils, but how often must we choose from among multiple outcomes that are all positive? So many of today's games feature dark and dystopian game settings. So many others offer the "Jesus or Hitler?" paradigm, purporting to offer moral choice but really offering pick-extreme-good-or-extreme-bad gameplay paths. Wouldn't it be refreshing to be able to pick an outcome from among a variety of things that are awesome? My mind immediately springs to a golden age sci-fi tale or a mythic idyll, but those are only my immediate responses.
Ethically obtained specimens: Is it ethical for a scientist to conduct research for the greater good on a speciment knowingly obtained under illegal or morally (or ethically) wrong circumstances? This is the classic "misunderstood scientist" trope, but it has plenty of mileage left in it as the thrust of a game story. The player might be obtaining the specimen, or he might be part of the group that plans to perform the research.
1) Discover meteor. 2) ??? 3) Profit!The ethics of economy: About once a year, a meteor of approximately one-kilometer size passes near enough to the earth, well, to be a meteor. Extrapolating from samples, a one-kilometer meteor would be worth tens of trillions of dollars in salable value. So let's say some entity -- a government, a commercial concern, a scrappy bunch of players -- invests in a sound method of grabbing this meteor (itself probably tens of billions of dollars in cost) and manages to pluck it out of the sky. Let's say this happens in the middle of nowhere. How would the local economy of that nowhere respond to suddenly having tens of trillions of dollars worth of inflation dumped into it?
Subverting the purpose of playing a game: Ultimately, Brother Consolmagno stated, to refuse to make a choice will always be a mistake. I don't know how to wring a playable facet from this, since a game is a series of choices with consequences, but there's something about the refusal to take action in a given situation that has story potential. Perhaps an authority in the story refuses to take action until swayed toward a course by the players, who must accumulate enough information to choose intelligently (or perhaps control the information influx to suit the course of action they want).
Oh, it was Pope Urban VIII who tried Galileo, by the way. In a bit of cosmic justice, his villa is now the location of the Vatican Observatory.
ethics and morality,
player choice,
setting in
Design,
RPGs,
Tabletop Games,
Video Games,
Writing 



