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Theory of Morality; a response to Sandineyes
Posted on Wednesday, May 21 2008 @ 04:39:56 Eastern

This is a response to Sandineyes' post of May 19, 2008: "Morality in video games"

I felt a blog post was necessary, rather than a comment, as I'll be going to length and depth to which a comment is not amenable.

The whole discussion runs into a snag from the very start when we attempt to "quantify" morality.  To do so is to make an ontological and metaphysical error that obliterates any attempt at moral or ethical philosophy.  Morality is eminently qualifiable, however, and to completely abjure categories, kinds, qualities and abstract principles for purely quantitative expressions leads us to a universal state of unintelligibility; after all, the human mind automatically thinks in kinds.  It is not enough to ask "how much," one must first ask "what," and then "how much of what," and these are fundamentally separate questions.  Following on this, any attempt at an ethical system cogitated on pure reason (Kant stated one was possible, but never built one) or one dependent exclusively on the particulars of experience are both doomed to failure.  The former may lay out some fixed principles or guidance, the criterion of judgment which is the very essence of what morality provides, but without reference to reality, which experience provides, these are almost certainly worthless principles.  A good example is the Attic, especially Platonic/Aristotelian, scorn for labor and commerce.  It was founded on ideals not beholden to the reality in which man actually exists.  The opposite, the morality of Hume, Bacon, and many of the 20th century philosophers, is a shifting quicksand; lacking any abstract principle (Bacon, for example, abjured reason to maniacal extremes, in all fields, whilst secretly embracing mysticism) there is ultimately no judgment and no essential moral code.  It is often in lower fields, especially politics and economics, where such errors are revealed; the empiricists have typically been unopposed to any particular form of government and e.g. Ronald Coase has stated that he is uninterested in rights in the abstract, but only in rights that are "useful."  The flaw in the statement provides further considerations; useful to whom?  In what way?  How do we determine this?  There is nothing in Coase's work to provide an answer.  The Coase/Chicago school of advocacy for capitalism is based on a criterion of "efficiency" which is at best ill-defined.  Bacon's followers were fairly agnostic politically; so long as there was a powerful enough state to fund their endless fact-grubbing, that is.

Moving the discussion back to video games, and GTA IV in particular, the metaphysical framework that underpins an artist influences and guides, and is the ultimate foundation of, artistic works.(1)  To say that the world in which we romp about in GTA IV is amoral is entirely false; it has a moral character, brought forth by its creators, but it is a very subtle one, which reflects well on the artistic gifts of its creators.  The choices we are given in GTA IV are as strong, and as meaningful, as the key choice in Bioshock.  However, they're devoid of immediate gameplay implications.  They don't need to have them to be meaningful, however.  The value in them is exclusively for the player, as the game itself.(2)  Morality, or the lack of it, lay in our own judgment, demonstrated in action.  If a person is truly determined(3) in a given circumstance, there is no question of morality, but the truth is that even if a game 'forces' a player to do undeniably despicable things, the player still has at least one choice left; turn the game off.

One last quibble,

"Even regardless of the moral flexibility of players, these games ensure that playing the game only once will result in losing out on a great deal of content, regardless of how thorough one is."

This could be said of any non-linear game that contains large numbers of secrets and ancillary content that one need never access.  My quibble is this; why not be optimistic about the implications?  That means there's always something more to go back for, when one decides to play again.

I hope I've added more light than heat to this discussion.

(1) - This insight was originated, to the best of my knowledge, by Ayn Rand.  Once one grasps it, and its significance, it seems downright silly that no one said it before.  It's nearly a tautology.

(2) - I've not played through all of GTA IV, so I can't say it with certainty.  I won't go into specifics here, for reason of not wishing to drop spoilers.

(3) - Determined as in the sense of determinism as against free will.  Suffice it to say the present author comes down on the side of free will.
Comments
  • Clum-Z-Boy
    Clum-Z-Boy

    Joined: Aug 2006
    Posted: May 21st, 2008 at 10:53 pm
    A very fine read. You brought up excellent points, chief among which, I find, was the simple fact that the choices should exist for a player to enjoy them, not to reap some benefit from them. A game is, fundamentally, about losing yourself in a different world, and what better way than to be able to make a decision you would yourself make if you were in a given character's shoes?
  • Simion
    Simion

    Joined: Nov 2005
    Posted: May 23rd, 2008 at 9:27 am
    I agree that this was a well thought out response to the topic. In Richard Dawkins book, The God Delusion, he states that morality may be a survival trait passed on thru natural selection, in the same way we naturally lust to procreate the species. It is possible in tribal times, those who helped others had a better overall survival rate than those who did not, and this "goodness" gene continued to get passed on. What I find curious is why we may be inherenltly good and kind, do so many chose the path of evil in their fantasy worlds as opposed to playing it more "true-to-life" ?
  • Yokiro
    Yokiro

    Joined: Aug 2006
    Posted: May 23rd, 2008 at 9:42 pm
    @Simion... Because it IS a fantasy world it's allowing people to do things that they'd never do in real life, and that includes a total escape from self in a way and thusly when there's no way to gain benefits from helping people, since you're already only helping yourself and ignoring others by playing the game, you might as well delve into choosing the "Kill every last mother **** in the room.... because you can!" approach. At least that's how I see it. And good blog I suppose, but could any sense of goodness have been created had the original one not been written? Are you piggy-backing the interesting from the previous thoughts of another person, or truly being your own intellectual self? :P
  • oblivion437
    oblivion437

    Joined: Nov 2006
    Posted: May 26th, 2008 at 7:10 pm
    Actually, laboring over the distinction of objective/subjective moral codes is something I've been on for a while; the thing to avoid, emphatically, is the excesses in the object/subject distinction worked out in the 20th century. Very little produced in the 20th century is useful, and most of that which is useful is a throwback to the middle ages or earlier. One problem I've had, and anyone who seriously investigates the more messianic moral systems would tend to agree, is that morality, and ethics, are separate derivative bodies of philosophy that come down from metaphysics, epistemology and ontology. Any moral system which attempts to look any of those three in the face and say "no" to what they put forth is worthless; it's unaccountable (and unaccounted) to any check which is reconcilable to reason or reality.

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