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Games Entertainment

Biases in Simulation Video Games 484

Orsonwarcry writes "Kieron Gillen went to Prague to speak to Bohemia Interactive, known best for Operation Flashpoint. He goes on to discuss the effects of bias on simulation games. 'In other words, a simulation is never just a simulation. Equally, freedom is rarely actually free of designer- imposed desires. Even in games with the most self-expressed mandates of "choice" for the gamer, it doesn't mean that there isn't a message. In Deus Ex, the generally politically liberal Ion Storm Austin created a world where you could choose between violence and pacifistic approaches, but the charismatic characters urged you towards peace while the monsters suggested violence.'" Some interesting stuff in there.
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Biases in Simulation Video Games

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  • World View (Score:5, Interesting)

    by stoolpigeon ( 454276 ) * <bittercode@gmail> on Tuesday July 12, 2005 @12:31PM (#13043546) Homepage Journal
    It is impossible to do almost anything without betraying some part of ones world view. This is true in every day life, doubly so in things that people create.

    Novels, movies, music, painting.... They all reflect some of the creators presuppositions. In a simulation it is the same. A person or group of persons has complete control over what exists, what does not exist and how it interacts. How could it not reflect their view of reality?
    • Re:World View (Score:2, Insightful)

      by kryptx ( 894550 )
      Why is anyone surprised?

      Video games are simulations of some reality, either real or imagined. When a simulation is actually created by a person, it must be created by a person who is familiar with the experience (or the simulation will bear no resemblance thereto) and is therefore necessarily restricted to that person or people's perception of the experience.

      Why would we expect anything different?
      • by DNS-and-BIND ( 461968 ) on Tuesday July 12, 2005 @12:47PM (#13043784) Homepage
        Because a simulation is supposed to be an objective replication of reality. Think "The Next Generation"'s Holodeck. It's much like how journalism is an objective view of events.
        • by Tackhead ( 54550 )
          > Because a simulation is supposed to be an objective replication of reality.

          In other news, Rearden, Inc [rearden.com] said to be interested in working with engineers from Pontifex [chroniclogic.com] and Railroad Tycoon [sedore.net] as part of next-generation simulator to be coded in Objective C!

        • Re:World View (Score:5, Insightful)

          by Conspiracy_Of_Doves ( 236787 ) on Tuesday July 12, 2005 @12:56PM (#13043893)
          Think "Deep Space 9" Holosuite, where Sisko didn't like to use the lounge program that was set in the 1940s because the racism that was so prevelent at the time was nowhere to be found. He thought that it was insulting because the creators of the program were trying to pretend that said racism never happened.
          • Re:World View (Score:5, Insightful)

            by operagost ( 62405 ) on Tuesday July 12, 2005 @01:17PM (#13044129) Homepage Journal
            The irony is that, in today's PC world, a holosuite designer who DID create an accurate portrayal of racism in 1940s America would be labeled as a racist who glorified prejudice.
        • by bigjocker ( 113512 ) * on Tuesday July 12, 2005 @12:56PM (#13043896) Homepage
          It's much like how journalism is an objective view of events

          (Score:+5, Funny) or (Score:+5, Sad), I don't know which one is it ...
        • Re:World View (Score:2, Insightful)

          by kryptx ( 894550 )
          But when you say "objective replication" you are expecting an unrealistic level of research into every element of reality. No person (or group of people) has a thorough enough understanding of every facet of reality to adequately simulate it.

          And even if we did, there are psychological factors like the base-rate theory that prevent us from always seeing things the way they are. The conclusion isn't that true, authentic simulations are impossible, it's that the human mind is incapable of creating them.
        • Re:World View (Score:3, Insightful)

          by Pentavirate ( 867026 )
          It's much like how journalism is an objective view of events.

          In support of the parent's point, I'd submit to you that your sentence would be more accurate if you'd said "It's much like how journalism is supposed to be an objective view of events.

          Even a journalist with the best intentions implants his/her viewpoint into a story. Usually it's not blatant. It's in where the opposing view appears in the article. Is it near the title or only at the end or on the next page where most people don't read.
          • "Even a journalist with the best intentions implants his/her viewpoint into a story."

            The choice of stories themselves indicate a level of bias; a journalist only reports on what interests them (as long as it's not major news), and even on the bigger stories still takes an angle that interests them. Personal preference = bias at the most fundamental level.

          • Re:World View (Score:3, Interesting)

            by AKAImBatman ( 238306 ) *
            Even a journalist with the best intentions implants his/her viewpoint into a story. Usually it's not blatant. It's in where the opposing view appears in the article.

            As an example, my opinion was once carried in a local San Francisco newspaper. The journalist (who struck me as having no experience what-so-ever) was attempting to craft a story on Java vs. the recently released .NET. On one hand she had a guy who was singing the praises of .NET up and down, but only used PCs. On the other hand she had me, w
        • Perfect analogy (Score:3, Insightful)

          by GunFodder ( 208805 )
          Journalism is an excellent analogy to simulations. The goal of both is to deliver a perfect copy of the actual event or situation. It is impossible to achieve this goal since both simulations and journalistic endeavors (such as newspaper articles and TV segments) must contain less info than the original event or situation. Reporters bias their output by deciding which facts are most important to their audience. Simulators bias their output similarly, by weighting factors that seem most relevant to their
        • Re:World View (Score:3, Insightful)

          by xnot ( 824277 )
          That's pretty funny, that you think journalism (or any other human endevour for that matter) is objective.

          As an experiment, let me see if I can explain. Consider the statement "The cat ran out the door." A very simple statement. Should be basically objective, right? Now watch this. "Run" assumes a speed. Speed assumes a relationship to some other speed, either rest or whatever. It's very possible in my reality then that I think the cat is walking out the door. It's not all that fast. Somebody could measure
    • Re:World View (Score:5, Insightful)

      by AKAImBatman ( 238306 ) * <akaimbatman@gmaYEATSil.com minus poet> on Tuesday July 12, 2005 @12:39PM (#13043674) Homepage Journal
      It is impossible to do almost anything without betraying some part of ones world view. This is true in every day life, doubly so in things that people create.

      Arguably, the entire point of fine arts is to explore someone else's worldview. While Video Games may have a long way until they can be considered "fine arts", they are just as much about allowing you to explore the author's worldview as a book or movie. Perhaps even more-so, because the author must craft a universe that is entertaining to be in.

      To do this he may have to create a caricature universe that enhances certain aspects while de-enhancing others. For example, if I'm playing a Sci-Fi video game I expect everything to be Sci-Fi-ish. All doors slide, everything hovers, metal and plastics everywhere, etc. This is despite the fact that a more reasonable look at the future would conclude that swinging doors and wheels aren't likely to disappear at all.

      Creative works are creative works. If you want to complain about simulations, go complain about an F-22 Raptor sim allowing you to an impossible barrel roll. ;-)
      • Arguably, the entire point of fine arts is to explore someone else's worldview

        Fine line between that and annoying propaganda. Many people, when they want entertainment, don't want a lecture. Regardless of how well it's camouflaged.

        That said, I liked Deus Ex - still one of the best 5 games I've played - and didn't see it's material as a problem or a political attack.

    • Re:World View (Score:3, Insightful)

      by Iriel ( 810009 )
      And the point of games is to get away from reality. In the article's point on war 'simulations' not being at all like military simulators (and they aren't, I've used both), it fails to mention that even a game that's based on reality doesn't have to be unbiased facts of reality. Otherwise, I'd be leaving my job to play someone else's. How would it look on the other side of the mirror?

      I can just see the new 'real simulation games' in the military. As some guys come back to their barracks from the field
  • by mfloy ( 899187 ) on Tuesday July 12, 2005 @12:31PM (#13043547) Homepage
    I don't think we should expect games to be perfect simulations. The designers are dealing with fixed resources and obviously need to make limits in places. We shouldnt expect game simulations to be on par with academic or scientific ones. Games are for fun, not perfection.
    • Limitations of perception and emotion should be considered too:

      People don't want to simulate absolute reality or else it woulnd't be entertaining. Hence why 'Reality TV' couldn't be further from realism and so many people watch it.

      Without a slant or message, there's no emotional element for the player to latch onto and use as a reference point on what 'free range' choices to make in the game (i.e. whether they want to save the world or destroy it for example). Why escape your boring job/homework/whatever
    • For many ppl a very realistic simulation can be fun by itself. Many ppl I know play FPS games with hacks like "god mode" just to walk by de scnenarios, just to see the stuff not actualy to frag whatever moves.

      Take NFS games for example, the more realistic the look and feel is the better (at least for a lot of ppl). Getting realism and game play togeather is the key to a great game.

      • Damn 120 char limit on signatures!!!

        Btw, ok, it's offtopic but it's important and doing the right thing is much more than folow post rules.

        I started this to raise the money needed to buy a new barebone computer to the local public school where I voluntarely teach the kids with the basics of computer usage.

        The lab now have only two old k6-2 computers running on Fedora. With this setup we can only have 4 students at a time, 2 per computer.

        Buying a new box would let us do a better job, taking this kids a s
  • by Thunderstruck ( 210399 ) on Tuesday July 12, 2005 @12:31PM (#13043552)
    Surely there must be bias in the player too for this to become an issue. The article example of "mosters" urging violence, for example, assumes that every player will assume monsters are bad. Clearly these folks did not watch enough Sesame Street.

    Now go turn on PBS while I fire up a MUD, no biased graphics to distract me from good and evil there!

    • by eln ( 21727 ) on Tuesday July 12, 2005 @12:33PM (#13043576)
      Personally, I find it disturbing that they would suggest that preferring peace over violence is a "liberal" trait, suggesting that a conservative person will prefer a violent solution over a peaceful one.
      • by Rei ( 128717 ) on Tuesday July 12, 2005 @12:37PM (#13043636) Homepage
        You're shocked that one could interpret conservatives as being more pro-war? Would you also be surprised to learn that (in general) they're anti-abortion, anti-separation of church and state, pro-corporate, anti-stem cell research, against environmental regulations, anti-UN, anti-taxes, anti-euthanasia, etc?

        Few conservatives share *all* traits of the "general conservative"; however, if you don't share a good portion of them, are you actually conservative?
        • I disagree with your apparent assumption that war and violence are interchangeable. Clearly, violence doesn't disappear if one side of a conflict abandons it. To the contrary; the violence could become more devastating in that case.

          Furthermore, one can make a strong argument that abortion, harvesting stem cells, and euthanasia are violent acts.

          (For the record, I'm a libertarian. I do support the criminalization of abortion. I don't think that government should sponsor stem cell research. Euthanasia i
          • by Rei ( 128717 ) on Tuesday July 12, 2005 @01:18PM (#13044142) Homepage
            So lets get this straight: Killing people with a gun often isn't violence [reference.com] because "some killing" would happen anyways, but killing a single fertilized egg cell is? I think I've got it now.
          • (For the record, I'm a libertarian. I do support the criminalization of abortion. I don't think that government should sponsor stem cell research. Euthanasia is a complex topic, but I don't have any sweeping objection.)

            It doesn't sound like you're much of a libertarian.

      • I think it's an outcropping of the Neo-con obsession with invading countries and deposing their leaders. Also, their "you're either for us or against us" mentality tends to lump anyone opposed to invading Iraq in the "dirty hippy liberal" crowd, including more moderate (traditional) conservatives.
      • Considering very recent history, it would appear that that assertion is an apt one.

        Consider also that, on the whole, those who would claim to be conservative are for a stronger military and a greater use of that military whereas those who claim to be liberal are for a smaller military and less overall use of said force.

        These are just generalizations but they do tend to be accurate.
        • liberals Wilson, FDR, Truman, Kennedy, and Johnson were all "war mongers" while the conservatives at the time were isolationists. I don't think that typical ideological labels apply as "conservatives" like Pat Buchanan are opposed to the war, and liberals like Christpoher Hitchens are very supportive. the anti-war, anti-military strain is far more leftist which I don't think is representative of liberalism in general. would a true liberal ever support groups that favor imposition of religious law, killin
      • Take a look at every self-identified conservative in the public eye. Note how pretty much all of them talk about how whiny liberals don't like to fight and would rather mollycoddle terrorists/dictators/criminals and "offer them therapy", while conservatives get tough and don't take no guff.

        Gee, are you at all surprised that people have picked up a subtle association? If you are a conservative, don't bother lecturing me about "true conservatives". These folks have the microphone, and as long as they do,
    • Good Call (Score:5, Insightful)

      by stoolpigeon ( 454276 ) * <bittercode@gmail> on Tuesday July 12, 2005 @12:34PM (#13043591) Homepage Journal
      Everybody is 'biased'. In fact a better word might be that everyone has a perspective. (A little less pejorative) The creator and the player both bring things to the game, conciously or uncounciously. This is why interaction with others is so valuable. It allows you to gain access to other perspectives.
    • by Kenja ( 541830 ) on Tuesday July 12, 2005 @12:37PM (#13043639)
      "Clearly these folks did not watch enough Sesame Street."

      I agree, the Cookie Monster tells me to hurt people all the time and he seems like an ok sort for a monster.

    • Another point to consider: There are two viewpoints to cover and two factions. No matter which way you put it (monster/war human/peace or monster/peace human/war) you're going to have this perceived bias. I really can't fault the designers for going with the one that has more internal consistency in the storyline.
  • by tezza ( 539307 ) on Tuesday July 12, 2005 @12:31PM (#13043559)
    Games are biased towards female characters with very strong spines.
  • Games have themes which are used to give them depth!

    See that and more on the Coca-Cola (tm) eleven o'clock news!

    Tom
  • Gold Coins (Score:4, Funny)

    by Rei ( 128717 ) on Tuesday July 12, 2005 @12:33PM (#13043570) Homepage
    Games are just simulators, virtually identical to the ones we use to train our soldiers. No one's saying anything through them.

    Hmm.

    Let's put aside the question, exactly in which imminent conflict the armed forces expect to utilize their finely-honed gold-coin-collecting skills.


    I look forward to watching the conflict in which the military takes a ball of junk and starts rolling people up in it, or carries ridiculous-sized swords and rides around on giant chickens (Wark!).
    • by Rei ( 128717 )
      It is written in the book of Yahweh:

      After the Creation, the cruel god Moloch rebelled against the authority of Marduk the Creator. Moloch stole from Marduk the most powerful of all the artifacts of the gods, the Petroleum, and hid it in the dark cavities of Gehennom, the middle east, where he now lurks, and bides his time.

      Your god Yahweh seeks to possess the Petroleum, and with it to gain deserved ascendance over the other gods.

      You, a newly trained Neocon, have been heralded from birth as an insturment
  • by AtariAmarok ( 451306 ) on Tuesday July 12, 2005 @12:33PM (#13043572)
    I prefer having to make the moral choice between the rocket launcher and the land-shark gun.
  • by ReformedExCon ( 897248 ) <reformed.excon@gmail.com> on Tuesday July 12, 2005 @12:35PM (#13043601)
    However, with exception of when we deliberately seek out bias, it is pretty much irrelevant. We play games because they are fun. Whether the game designer has some ulterior motive or not is only important as far as it affects the playability of the game. Good games succeed, bad games fail.

    To argue that bias somehow affects the player subliminally, influencing the player towards the bias of the game designer, is to say that people are influenced significantly by what they play or see. However, I have to reject this, from my own experience. I have known many people who play violent video games such as Grand Theft Auto and its ilk who have no inclination to go out and commit those crimes shown in the game.

    Bias is inherent in any human action. To make it a central pillar of a video game is foolish because it is uninteresting to anyone not interested in it. Game makers, for the most part, sublimate their biases and focus on gameplay. Whether they succeed or not is debatable, of course.
    • it is uninteresting to anyone not interested in it

      Ah, but is it not also interesting to those who are interested in it?
    • I think you're kind of comparing apples to oranges here. The overwhelming majority of people have a good foundation of attitudes and values that lead them to the conclusion that violence (at least, unprovoked and wanton) is wrong, and that foundation is not easily shaken - it would probably take a good deal of brainwashing or brain chemistry alteration to change something like that. However, a person's philosophical/political beliefs are much more malleable, and based on several assumptions and past exper
    • by sparty ( 63226 ) on Tuesday July 12, 2005 @01:32PM (#13044312) Homepage
      To argue that bias somehow affects the player subliminally, influencing the player towards the bias of the game designer, is to say that people are influenced significantly by what they play or see. However, I have to reject this, from my own experience. I have known many people who play violent video games such as Grand Theft Auto and its ilk who have no inclination to go out and commit those crimes shown in the game.
      Bias is inherent in any human action. To make it a central pillar of a video game is foolish because it is uninteresting to anyone not interested in it. Game makers, for the most part, sublimate their biases and focus on gameplay. Whether they succeed or not is debatable, of course.

      Actually, it does matter. Claiming that games perpetuate subtle biases is extremely different from claiming that games cause people to dramatically change their outlooks with regard to morality and violence, and the argument that most people who played the original GTA didn't go around trying to set monks on fire is irrelevant to the question of more subtle biases.

      Continuing with the GTA line of though, let's suppose that a game very similar to GTA exists but has real cars (IIRC, the original GTA used fake names to avoid trade name issues, and I assume that's still the case). Let's further consider that it has both Volkswagen Jettas and Ford Focuses as in-game options. In the game, the Jetta provides more gokart-like handling (i.e. more nimbler and quicker) while the Focus is more "solid" and better at handling damage (e.g. pedestrians have less of a tendency to knock you off course). As someone who plays GTA frequently, you are quite likely to internalize the preconceptions that the Jetta is more nimble while the Focus rides more solidly and handles damage better, because that's the way the game is programmed. On the other hand, the real-world incarnations of the Focus and the Jetta (for the 2005 model year) are the reverse--the Focus is a lighter car and arguably better-handling, while the Jetta is heavier and has a better crash rating.

      Now, consider the same issue with regard to sexual orientation as treated in the Sims 2, according to the article--the game treats gender identification and sexual orientation as freely made choices, and it allows them to be made without the full barrage of results that occur in the real world. Play that game enough, and it would be quite natural to internalize the idea that those elements of identity are conscious choices (which is contrary to most opinions in the real world--even those who reject genetics as an influence on sexual orientation tend to support extended "treatment" programs to encourage those whose sexual orientation upsets their agendas, implying an agreement that it is not a conscious choice).

      In summary, I think it is not the central themes of a game that present a danger but the details; just as non-politically-correct jokes can create a hostile environment, those details can add up to an internalization of biases that may not even be conscious in the developers' minds. And those unconscious biases can be among the most difficult biases to confront in a society--a courageous DA can, with the support of good cops and a crime lab, track down a jackass burning crosses all over town. But it's going to be a lot harder to erase the perception amongst the citizens that a certain ethnic group is shiftless or prone to stealing.

  • by xMilkmanDanx ( 866344 ) on Tuesday July 12, 2005 @12:36PM (#13043622) Homepage
    Bias introduces conflict and can be a source of tension and involvement with the game. A perfectly unbiased game would be perfectly boring. A game needs a challenge and motivation, which means a biased view.
  • interesting (Score:5, Interesting)

    by MuNansen ( 833037 ) on Tuesday July 12, 2005 @12:37PM (#13043629)
    I'm not that sure Deus Ex is that great of an example. I thought all sides of the spectrum in that game made compelling arguments. Even the ones considered by the article to be "monsters." They weren't monsters, though, but real people. Far more real than the pure-evil supervillians of most games. It would be interesting, though, to have them portrayed a bit more realistically, though. Usually, it is those pushing for violence that are the most charismatic, and the easiest to follow. Finding the peaceful route is always the hardest, and usually least popular. Think of all the charismatic leaders that have inspired violence: hundreds, thousands. Now how many can you think of that have inspired people towards true peace? Can probably count them on your fingers; Ghandi, MLK Jr., Jesus Christ, Laozi, Buddha, etc. Would really like to see a game where it was harder to find, not just harder to follow, the peaceful path (where as in Deus Ex you just had to not kill people, though it was much harder, gameplay-wise).
  • hunh? (Score:2, Funny)

    by Cyryathorn ( 6591 )
    So conservatives are pro-violence?
  • Llamas (Score:5, Funny)

    by bornyesterday ( 888994 ) on Tuesday July 12, 2005 @12:38PM (#13043649) Homepage
    I was always deeply offended by the SimCity series' bias towards Llamas. There are few animals more evil and mean-spirited than a llama, and Maxis' emphasis on this animal is suggestive of their cold-hearted capitalist aims!
    • Re:Llamas (Score:5, Funny)

      by toddestan ( 632714 ) on Tuesday July 12, 2005 @04:48PM (#13046968)
      I was always deeply offended by the SimCity series' bias towards Llamas. There are few animals more evil and mean-spirited than a llama, and Maxis' emphasis on this animal is suggestive of their cold-hearted capitalist aims!

      Well then, the obvious solution would be to uninstall SimCity and install Winamp, right?
  • by Iriel ( 810009 ) on Tuesday July 12, 2005 @12:39PM (#13043668) Homepage
    If you would call it a problem at all is that you can't really have people write a script for just about anything that is truly unbiased. Most everybody is incapable of completely detaching themselves from something to the point of having no bias when creating it.

    Besides, the example of a video game having bias despite free choice is sort of a backwards one. Without some slant to it, there wouldn't be any real esacape element to playing the game. Do players want to be presented with a mulitude of choices from different characters who seem completely abivalent as to the outcome? Bias (while being unhealthy in gargantuan quantities) is what provides flavor in a lot of these simulation games. Otherwise, with no bias, you would have an online chatroom because the majority of people wouldn't know what do to with the simulation in question.

    It really depends on what you're trying to simulate.
  • by moz25 ( 262020 ) on Tuesday July 12, 2005 @12:40PM (#13043676) Homepage
    I don't see why the PC has to stand for "politically correct". That is: it is unreasonable to demand that games are free of any bias with regard to strategy. Most comparisons for games that have been going around are the convergence of games and movies... that is: you are "in" a movie. It can hardly be argued that movies lack any bias in terms of the strategy to handle trouble.

    The only situation in which bias is obviously a bad thing is when bias is labeled as fact.
  • by Valdrax ( 32670 ) on Tuesday July 12, 2005 @12:42PM (#13043702)
    The article alleges that violent approaches are suggested by characters meant to be seen as "monsters" while pacifistic approaches are suggested by characters meant to be seen as "charismatic," but is this a case of character actions coloring your perception of the character?

    Would the "monsters" be seen as monsters if they did not encourage violence, and would the "charismatic" ones be thought of so well if they did not work towards non-violence? If the characters switched goals, then wouldn't they also switch descriptions applied to them?
  • by naoursla ( 99850 ) on Tuesday July 12, 2005 @12:48PM (#13043789) Homepage Journal
    It is much easier to win a game of Civilization using diplomacy or doing the space race than it is to conquer the world. Does this mean that Sid has been pushing his pacifist ideals on us for the past decade? The game also has pretty severe penalties for using nuclear weapons. I suppose that is part of a liberal agenda too. And don't get me started on how you absolutely have to put resources into science research to have a remote chance to win the game.
    • *shrug*

      On the other hand, I always thought that

      (1) Go Monarchy, then Republic ASAP.
      (2) Grow, kick neighbor ass as need be.
      (3) Develop science base through sheer numbers.
      (4) Turn Fundamentalist + Hi-Tech Military Aggressor.

      seemed to be a much more viable strategy than it should have been. It kept the citizens in line (no unhappiness) and reduced support costs, but you could be a *pragmatic* fundamentalist militarist who invaded when useful rather than immediately declaring a religious war against all emp
    • by XxtraLarGe ( 551297 ) on Tuesday July 12, 2005 @03:55PM (#13046168) Journal
      It is much easier to win a game of Civilization using diplomacy or doing the space race than it is to conquer the world.

      Actually, a friend of mine and I figured out a pretty serious flaw in Civilization II that makes it easy to conquer the world. Make discovering Democracy your primary goal. Don't worry about building any Wonders except for the Great Library and Great Wall. After you discover Democracy, build the Statue of Liberty, then revolt and switch over to Fundamentalism. You get zero corruption, zero support costs for units and all citizens are content, so you don't have to worry about cities revolting! Your research is slowed down to nothing, but that's why you built the Great Library. You still get the advances! Now that you're a Funadamentalist regime, just have your cities crank out diplomats and buy your opponents cities by inciting revolt! You can roll over a continent in a few hundred years if you've got decent enough roads.

      Does this mean that Sid has been pushing his pacifist ideals on us for the past decade?

      No. If anything, he's pushing his secret Fundamentalist agenda!

  • Comment removed (Score:5, Interesting)

    by account_deleted ( 4530225 ) on Tuesday July 12, 2005 @12:48PM (#13043792)
    Comment removed based on user account deletion
  • No bias (Score:3, Insightful)

    by Tony ( 765 ) on Tuesday July 12, 2005 @12:48PM (#13043796) Journal
    Even if a game were unbiased, the author (or almost anyone else) would see bias, based on their own biases.

    "Bias" is a word often used in place of, "thinks differently than me."
  • Equally, freedom is rarely actually free of designer- imposed desires. Even in games with the most self-expressed mandates of "choice" for the gamer, it doesn't mean that there isn't a message

    The day that the social Nazis start imposing political correctness (in other words, their opinions, their will) is the day that the final nail goes in the coffin of commercially produced games. This is just crap, games are built by people, why wouldn't they have an opinion, a view? Or would you like some bland politic

  • So, aside from the fact that the article author wasn't upset at Ion Storm or anything, and only brought this point in to make a point about the impossibility of value neutrality in video games...

    Deus Ex?

    Isn't that the game series where no matter whether you choose the pacifist or violent options, the world ends in a horrible and dystopian fashion by the end of the game, and the most choice you have is that you get to choose which dystopian fashion it ends in?

    Some "bias".

    I'm just finding it interesting..
  • Bias in games (Score:5, Interesting)

    by RogueyWon ( 735973 ) * on Tuesday July 12, 2005 @12:54PM (#13043872) Journal
    Ok, before I begin writing a comment about bias in games, I should put my own cards on the table. I'm a conservative; pro-Iraq war, anti-abortion, deeply suspicious of the UN and even though I'm British, I like George Bush.

    However, that said, I actually found a lot to like about Deus Ex, contrary to what the article seems to imply. First of all, it was a great game. That's the most important thing, regardless of any political messages. However, the political messages in Deus Ex could certainly be seen has having a conservative slant. The United Nations were very much the bad-guys. One of the three possible endings, the Illuminati ending, essentially let you choose to embrace 20th-century capitalism. The guys who led you down the path were shady at times, but their heart seemed to be in the right place. Now, the sequel (Invisible War) on the other hand, seemed a bit more didactic in its approach. Then again, the writing in the sequel, much like the gameplay, seemed vastly less intelligent overall.

    Looking elsewhere in games, political messages seem to be fairly broadly spread. There are plenty of games out there, such as the original Command & Conquer and Red Alert, which aren't afraid to paint the West as the good guys and terrorists/the Soviets as the baddies. Similarly, you get games like KOTOR and Jade Empire, which tend to present the pacifist, left-wing choices as "good". Of course, I enjoyed KOTOR and Jade Empire immensely, despite their politics, because they're both good games. (KOTOR 2, on the other hand, I can live without, because it was just too enmeshed in the hack-author love-fest that is the Star Wars expanded universe to have a coherent or interesting plot).

    More interesting than the issue of political bias, I think, is the issue of cultural assumptions in games. Full Spectrum Warrior is a good example of this. As is pretty widely known, this game is essentially an adapted version of a tactical training simulator used by the US military. What surprised me about the game was how casualty-averse it is. If a single member of your squad dies, you fail a mission. Moreover, the missions essentially resembled a puzzle game. The bad guys could be counted on to react predictably in any given situation, with surprises coming only if they had been specifically included by the people designing the mission. Now, I guess in the context of a story-based game, with continuity of characters, this makes sense. However, it did make me wonder about the assumptions this would impart if the actual military simulator uses the same parameters. Is it only preparing soldiers for success? Would it result in panic or a loss of momentum in a situation where members of a squad were killed by something unexpected? If the AI in the game isn't programmed to make a banzai charge if cornered, is this going to lead to a blind spot in the field if a real, unpredictable, human opponent tries this? To what extent do we pick up assumptions from games (or films, books etc) that influence how we react in real life?
  • I havent' RTFA yet and I will after my meeting, but I had to comment:

    When I wrote my master's thesis, "Virtual Historiography: How History Is Presented in Games Designed for Entertainment," one of the problems I had was that many history "simulations" were written by non-historians. Which isn't necessarily a bad thing because they were, of course, designed for entertainment! Playing a game is a two way street: you'll get as much history out of it as you want in order to be entertained, and it's limited
  • lame (Score:2, Insightful)

    by mnemonic_ ( 164550 )
    Here's a summary of the article:
    • Humans are biased
    • Humans make video games
    • Games are unrealistic, biased and immersive
    Honestly, who knew?

    It's interesting that he only mentions one real sim in his entire article (Operation Flashpoint).
  • A) Bohemia Interactive and Operation Flashpoint. Doing war games, just like doing war movies, is never neutral. But the internet communities built around those games make it all the more vocal. Look at any WW2 simulation forum, and you'll find fans of german equipment whining about something or other (okay, just so I don't get modded troll, fans of every other country do the same thing). Look at BIS's forum from when Flashpoint:Resistance came out, and you'll find quite a few posts from Russians upset with
  • Games shouldn't have "right vs. wrong" or "good vs. evil". They should provide an environment where the bad guys and good guys could work out thier differences peacfully, while teaching the player of the game conflict resolution skills.

    BARF!
  • for example (Score:2, Funny)

    by kwoff ( 516741 )
    In the easter egg in GTA3, they show a clear bias toward badly filmed porn flicks and old-school arcade game graphics.
  • Knowledge recapitulates bias.

    i.e. you can not separate the information you
    possess from your attitude toward that information.
    (which in the end, leads to its acceptance or dismissal)

  • I think the words of the master will show there is no sort of bias in video games. From Acts of Gord: The Book of Annoyances, Chapter 23, Verse Quotation: [actsofgord.com]

    "We would like a quote for the front page of the newspaper talking about videogame violence, and it's possible impact on society."

    "Video games don't make people more violent, and I'll kill anyone who disagrees."

    <dramatic pause>

    "I don't think we can print that."
  • We've had this debate in the driving simulator community for years. How do you know if the car is behaving as it should if you can't see the code? Hence stuff like this. [sourceforge.net] /shameless plug
  • In other news, police, firefighters, the pope and natalie portman came out against senseless machete rampages against 2 year-old children today.

    We are a society that encourages people to act in ways most beneficial to society. For the same reason our newscasters don't tell everyone to eat babies every night for the sweet, tender protein (drool), we all consciously or unconsciously encourage the values we identify as important to our culture. These values differ from country to country, and personally I jud
  • by fict0n ( 895724 )

    In Deus Ex, the generally politically liberal Ion Storm Austin created a world where you could choose between violence and pacifistic approaches, but the charismatic characters urged you towards peace while the monsters suggested violence.

    Say what? As a fond lover of Deus Ex and a player on both fences of the spectrum, I have to say that the Deus Ex series is one of the most realistic good-evil games ever. The "good" side is far from being a beautiful one. The people in trouble in Deus Ex aren't damsles

  • One of my favorite examples of this is SimCity, where you are supposedly free to create a city after your own vision. But somehow, all the cities end up looking like Los Angeles, because the game adopts the modern view of urban design that attractive cities can be built by laying out swaths of color and massive collector roads. Is it any wonder it was so hard to get mass transit to work effectively?
  • Simulated economies (Score:3, Interesting)

    by Brandybuck ( 704397 ) on Tuesday July 12, 2005 @01:58PM (#13044603) Homepage Journal
    Having studied economics a wee bit, the portrayal of economics in simulations games has always bugged me. Whether it's SimCity or Civilization, the economics are grossly wrong.

    To be fair, modelling a somewhat accurate economic system in a game would take way too much processing power for the purposes of a game. You need to simplify stuff. But in most cases the simplification is towards a single actor model. Which is so completely wrong it's ludicrous.

    The prime effect of this is the assumption that a autocratic government (e.i. the player) can completely and successfully control all aspects of an economy. Hah! In real life government is always a hindrance and impediment to the economy, because the government interfers in the most basic economic units: the voluntary and spontaneous transactions between individuals. These games can't even distribute resources without the autocrat's (your) help!

    To be fair (again), a military game with a reasonable economic model would be bloody boring. All the player would be able to do would be to issue policies and hope that people paid attention.

    What I think would be an interesting game would be to have the economy happen "underneath" the player's control. The actual economics happens despite the player, with national prosperity (and government revenues) dependent upon how well you manage to keep your hands out of the works. You don't get to set up trade rates or dictate production or any other hands-on economic activities that most games give you. Instead all you can do is tax/borrow to fund your expansionist military, and hope to heck production doesn't plummet because of it.
  • by emarkp ( 67813 ) <[moc.qdaor] [ta] [todhsals]> on Tuesday July 12, 2005 @02:02PM (#13044661) Journal
    Why is it that religion (when present at all) is always presented as evil? The most egregious example I've seen was Homeworld: Cataclysm. I avoided that game because when I was reading up on the story it seemed that the enemy was entirely motivated by religious zealotry. (Indeed, one of the enemies in Homeworld was attacking because of the "desecration" of the system by the ship's mere presence.)

    From what little I've seen of Halo 2 (not much), it also looks like religion plays a driving role for the enemy.

    Religion is a factor for good in many people's lives. Yet I can't think of any time it's presented that way in games. It's either absent or evil.

    Interestingly, part of my wife's Masters project at library school was to analyze the presentation of religion in fiction, and it's often the same: either religion isn't mentioned or it's bad. Granted, there seem to be improvements recently (last 10 years), so maybe there's hope for video games as well.

    • the geeks who make games have reason to dislike religion.

      Those who argue 'the good side' of religion are ALWAYS thinking through severe myopia. Look around you; World War III is currently igniting on a global scale entirely because of religion. Geek game designers, despite their own over-reactionary limiting biases, (against spirituality), are smart enough to recognize the tom-fool sham that religion is.

      So YES, it's going to appear in the media they create.

      I find it interesting that fiction writers, (t
    • While I rather agree with the reply before mine, let me try this one on.

      Happy, calm, non-violent, introspctive, non-zelous religion is relativly boring. It doesn't move plots or provide an explanation for non-rational behavior on the part of "bad-guys." Thus it is of very little use to someone trying to produce an exciting, tension filled story.

      A dangerous, brain washing, intolerant, violent, faith based, religion however makes a perfect foil for a protaganist. It covers a multitude of sins as the aut

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