The bottom line
Games handle morality best when it lives inside their core mechanics, not in a separate good or evil karma bar. Because players take part in the system, they feel complicit, and that lets games ask harder questions than words or cutscenes can.
Key takeaways
- Karma bars flatten human morality into one good or evil score. 1:57
- In inFamous, good or evil choices only lead to slightly different powers and cutscenes.
- BioShock asks you to kill a child for more DNA, then rewards virtuous players with more stuff in the long run.
- Building morality into the main mechanics makes every choice carry a cost. 3:06
- In Darkest Dungeon the only free resource is human lives, so putting out the torch for better loot and dismissing broken heroes is the winning strategy.
- In Undertale, killing is the only way to gain experience points and health, so every encounter is a moral choice.
- The game tempts you toward evil with money, experience or an easier run. 6:59
- In Papers, Please, rising rent and a sick family push you to take bribes and turn people away. Good people are driven to cruelty by systemic failure, poverty, and desperation.
- Only This War of Mine punishes immoral acts mechanically: a character who steals or kills becomes sad, then depressed, then broken, and may leave or commit suicide.
- Being good takes more effort and sacrifice, and its rewards are mostly narrative. 7:11
- Undertale's mercy is a harder puzzle and leaves you with fewer health points, but you gain friends, a richer story and a date with a skeleton.
- Games make you complicit in the system, so the guilt lands harder than in any other medium. 6:27
- Characters and the world react to your misdeeds, such as a woman weeping over the husband you just punched to death.
- Darkest Dungeon may be commenting on corporations that ignore their workers' mental anguish, and it makes you live that system first hand.
Video games are uniquely equipped to explore this topic because they aren't limited to just showing and telling: they make you complicit in the system.
Mark Brown
Chapter summaries
0:00 Case Study: Darkest Dungeon
Darkest Dungeon makes you the villain through its mechanics, with no twist in the story.
- The game makes you care about heroes before you use them up. 0:08
- Stress, afflictions and personality quirks build up on every hero.
- Physical wounds heal right after a quest, but trauma lingers.
- Trauma is treated with prayer, booze or a trip to the sanitarium.
- Yelps and appeals from party members make them feel like real, vulnerable humans.
- The premise never tells you that you are the bad guy. You find out by playing.
- Jim Sterling: the game gets easier once you embrace the cold, calculated sociopathy of a would-be corporate CEO.
1:57 Karma Systems
Karma bars are a weak tool, and action games use them worst.
- Karma meters are too crude to carry real moral weight. 2:06
- RPGs like Mass Effect and Fallout inherit theirs from D&D alignment sheets.
- Action games like inFamous and BioShock use them badly.
- The bar ignores the middle ground.
- It turns choices into replay value instead of heart-wrenching decisions.
- Recent indie games drop the separate system and build morality into the main mechanics.
3:25 Case Study: Undertale
Undertale makes you decide what you value in games, because each play style gives you something different.
- Choosing violence or mercy changes what you get out of the game. 4:19
- Every monster can be killed or talked into peace.
- Killing feels easy because JRPGs have taught players to do it for decades.
- Violence can be excused as coming from fear and disempowerment.
- Being truly good takes more effort and a real sacrifice.
4:30 Case Study: This War of Mine
This War of Mine makes immoral acts cost you something, so the gains from cruelty are never free.
- Cruelty pays in supplies but costs you in time and resources. 4:38
- Stealing or killing defenceless people while scavenging brings more items to the safe house.
- Restoring a character's spirits means spending time consoling them.
- The other fix is to use up resources making alcohol.
- The same survival loop that rewards the loot charges for it, so the consequences of your actions are felt keenly.
5:08 Case Study: Papers, Please
Papers, Please turns right and wrong into a budget under pressure, so corruption feels forced.
- The job gets harder each day, so doing it right pays less. 5:31
- You are paid for each person processed, but only if you make the right call.
- Every day brings new rules and extra paperwork to check.
- Each person takes longer to process, so you earn less per day.
- The pressure offers you bribes and shortcuts, so you must decide how corrupt to become. 5:45
- One man pays extra if you detain people who don't deserve it.
- Another begs you to let his wife through without the right paperwork, and turning her away earns you money.
- The game essentially forces you to become corrupt. Only the extent is up to you.
- The result is a murky grey area, not a clear right and wrong.
6:52 Why Mortality Mechanics Work
| Undertale | This War of Mine | Papers, Please | |
|---|---|---|---|
| Temptation | XP and health | More supplies | Money for family |
| Morality tied to | Combat and XP | Looting and moods | Budget and stamp |
| Cost of being good | Fewer HP, hard fights | Less loot | Lost income |
| Penalty for cruelty | None mechanical | Depression, desertion | None mechanical |
Morality lands hardest when it is built into a game's core systems, not added as a separate choice or karma layer.
- Each game ties morality to the system you use most. 7:55
- In Undertale it is tied to experience points and combat.
- In This War of Mine it runs through looting and character moods.
- In Papers, Please decisions hit your budget and are made with a big rubber stamp.
- None of them use isolated choice sequences or separate karma systems.
- Games are the ideal medium for tough questions about ourselves. 8:10
- Their participatory nature lets them ask uncomfortable questions of the player.
- These games prove morality can be smarter than choosing between the nice blue option and the evil red option.
- The ideal is more games that touch on morality this way.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Argues that morality works best when it lives inside a game's core mechanics instead of a separate karma bar or binary choice scene. Darkest Dungeon, Undertale, This War of Mine and Papers, Please show how resources, combat and a rubber stamp can make the player feel complicit.
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