When I played The Witcher last year, I was struck by how morally ambiguous the scenarios I was presented with were. It was impossible to "game the system" and second-guess what the devs defined as the good or evil choices. In fact, the choices were often equally compelling and forced me to think critically about my own moral code.
Just to bounce off of Nels' discussion of Kohlberg's stages of moral development, the scenarios in The Witcher are similar to the ones used by Kohlberg, Gilligan, Haidt, and other psychologists to explore moral development in students. There have been, however, many criticisms of
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What I mean is that players build a relationship with the characters they play, and, through the embodied experience of the ongoing narrative of the game, the relationships and moral choices are deeply situated and contextual. In addition to being grounded in real experience, players have the option of trying out the different options available to them with respect to where the narrative goes, and they can experience the implications and consequences of these choices rather than simply imagining them.
And The Witcher did this very well. In other words, I was forced to sit back and think about my thinking and a
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In sum, the value that games add is not just the fact that they offer rich experiences to explore morality (and possibly help people develop moral reasoning), but that they offer exploration of different identities and different morality paths. Presenting players with a sandbox to explore real, complex, gray issues and modeling realistic consequences are what will make games mature.
Gee, J. P. (2003). What video games have to teach us about learning and literacy. Palgrave Macmillan.
Gilligan, C., & Attanucci, J. (1988). Two moral orientations: Gender differences and similarities. Merrill-Palmer Quarterly, 34, 223-237.
*This post contains similar ideas in a longer review Mark wrote on The Witcher for E-Learning. (Chen, M. (2008). Moral ambiguity in The Witcher: A game review. E-Learning 5(3), 358-365.)
Mark Chen is a PhD Candidate at the University of Washington-Seattle, College of Education, who uses ethnographic methods emphasizing personal narrative and experience to study groups of gamers in the massively multiplayer online game, World of Warcraft. Prior to his doctoral work, Mark was the webmaster and a web game developer for the Oregon Museum of Science and Industry in Portland, OR. You can read more about Mark on his blog.
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