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Game Studies - "This Action Will Have Consequences" - Interactivity and Player Agency
Game Studies - "This Action Will Have Consequences" - Interactivity and Player Agency
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The first installment in the BioShock series was applauded for offering
players a form of so-called moral choice: to either save or “harvest”
genetically-altered little girls, called Little Sisters, throughout the game.
:
These Little Sisters exist to gather a substance called ADAM from
corpses, and ADAM is in turn used to upgrade the player-character’s
abilities. As Miguel Sicart (2009) elaborates in his study of the ethics of
BioShock, this is hardly an ethical choice as “there is barely any
difference between letting the Little Sisters live or die, since the player
will receive Adam [sic] as a gift if they are left alive, in a quantity
similar to what she would get after killing the girls” (p. 159-160). The
apparently heavy choice of saving or harvesting the Little Sisters only
influences some in-game dialogue and the ending scenes; as such,
“[t]he game turns their [sic] alleged key ethical decision-making
mechanic into a resource-management process that does not require
any type of moral reasoning for the player to succeed” (Sicart, 2009, p.
160). The Little Sisters, then, function as goals for the player to reach,
or as tools that enable the player’s progress.
The events in this cut-scene occur regardless of the choices the player
makes, since, as Robert Jackson (2014) points out, “BioShock
embodies the very worst of late capitalist logic: it offers you the
ambiguity of moral agency, ‘the freedom to decide’ -- when the real
technical, social and structural decisions have already decided what will
happen anyway” (p. 36). BioShock’s narrative is particularly concerned
with agency and free will, and the “would you kindly?” cut-scene has
been lauded as subverting traditional notions of player agency,
reminding players of their own lack of choice in pre-programmed, pre-
scripted videogames. In an interview, Ken Levine, the lead creator of
BioShock, admits that his decision to deny any agency during the
climax of the game “was really the ultimate insult to the player”
because “you can't choose to do anything. You have no will at all”
(Remo, 2007, p. 1). Levine wanted to design BioShock as a self-
reflexive critique of agency in videogames:
The Walking Dead’s unique selling point is that “the story is tailored by
how you play” and the player is often reminded of this by being
informed that “this action will have consequences.” The weight of the
player’s choices is especially heavy when the game informs the player
that “Clementine witnessed what you did” and “Clementine will
remember that.” Many of these morally-questionable decisions must be
made within a matter of seconds, and each major choice leads the
player down specific branches of decision trees, thereby granting him
or her the responsibility of deciding what kind of role-model he or she
wants to be for Clementine. While other characters will certainly voice
their opinions, the game offers little moral guidance and no reward for
playing the game as selfish and antagonistic or as kind and heroic.
While some choices can be made strategically, there are often
completely unforeseen consequences to each decision. Clementine
functions not only as a motivating factor but also as a moral compass,
as she reacts negatively to anger and violence.
The quality of the writing is such that the feelings of protectiveness and
concern for Clementine, as well as the guilt felt for frightening her, are
real sensations experienced by many players. Reports of “real-life”
emotions in response to the consequences of player choice in The
Walking Dead have been explored in the microethnographic studies
conducted by Nicholas Taylor, Chris Kampe and Kristina Bell (2015a &
2015b). The authors observed the choices made by male and female
players with different gaming experiences and backgrounds, and asked
the participants why they made certain choices in sequences that were
deemed challenging, stressful, or morally heavy. The authors observed
that players adopted the role of protective, surrogate father-figure,
stating that they were able to see an enactment of mature paternal
identity in the play of their participants: “a conscious shifting of thought
and behavior as they become more focused on Clementine, and
express emotional openness, patience, compassion, and selflessness”
(2015b, p. 15). The statistics given at the end of every episode of The
Walking Dead also reveal the effects of in-game consequences on
player choice. After completing each episode, players are shown the
statistics of other players’ decisions at major moments in the game.
Depending on how the player chooses to act, Clementine will learn to
trust others, or to be wary of them. Choices do not matter on a grand
scale in The Walking Dead -- Lee will never save the world from its fate
-- however, the player’s choices do influence what kind of person
Clementine becomes and how she acts in subsequent installments in
the series.
This suggests that in The Walking Dead, players act as what Sicart
would call moral agents because they react to dilemmas with a moral
stance rather than with logic or strategy. In her 2016 talk entitled
“Playing (as) a better me: Choice, moral affordances and videogames,”
Mia Consalvo also found that, in games which offer moral choices, the
participants in her studies claimed that the “good” option was generally
more in line with their natural dispositions, and so felt like a more
realistic choice. She also pointed out that most games usually reward
the player for choosing the “good” option because that option falls in
line with the game’s own narrative logic -- you are playing as the hero
so you behave like a hero.
It would seem, then, that players are merely agents within the
gameplay experience since, for the most part, they are following the
path set out for them by another. However, as Eichner (2014) points
out in reference to Stuart Hall, “[a]gency is inherent in media literacy,
in our competency to evaluate and to make use of media adequately,”
and so “[a]gency is at stake when recipients oppose the implied
meaning of a text and take on a negotiated or oppositional position” (p.
13) Although it has become clear that the kind of “agency” that
videogames afford players is illusory, the agency enacted by players as
they interpret the game text cannot be overlooked. As Gareth Schott
(2006) states, “the human mind of the player is not just ‘reactive’ but
generative, creative, proactive and reflective” (p. 134). This
observation reinforces Steven Jones’ (2008) point that since play is a
highly mediated, complicated and social experience, “[p]layers make
games meaningful, make their meanings, as they play them, talk about
them, reconfigure them, and play them again” (p. 9). Players, like
readers and viewers, actively interpret the text and exercise agency
over how it is received, discussed and understood, though that agency
is itself constrained by socio-cultural realities. Players also exercise
collective agency through participation in fan communities, which often
engage in dialogue with developers and help to shape a game’s
paratext, which is itself integral to the experience of play.
References
Arsenault, D., & Perron, B. (2008). In the frame of the magic cycle: The
circle(s) of gameplay. In M.J.P. Wolf & B. Perron (Eds.), The video game
theory reader 2. New York: Routledge.
Bell, K., Kampe, C., & Taylor, N. (2015a). Me and Lee: Identification
and the play of attraction in The Walking Dead. Game Studies, 15.1.
Consalvo, M. (2016, March 3). Playing (as) a better me: Choice, moral,
:
affordances and videogames. Attallah Lecture for the Play/Rewind 2016
Communication Graduate Caucus at Carleton University, Ottawa.
Keyes, R. (2012). ‘The Walking Dead’ proves that players are (mostly)
inherently good. GameRant. Retrieved from http://gamerant.com/the-
walking-dead-stats-telltale/
Totilo, S. (2012, March 21). Why I'm glad Bioware might change Mass
Effect 3's ending for the fans. Kotaku. Retrieved from
http://kotaku.com/5895369/why-im-glad-bioware-might-change-mass-
effect-3s-ending-for-the-fans
Wolf, M.J.P. (Ed.). (2001). The medium of the video game. University of
:
Texas Press.
Ludography
BioWare. (2011). Dragon Age II. [Playstation 3], USA: Electronic Arts.