My friend and I are scouring the roof of an abandoned building. We’re desperately searching for some sustenance to keep us alive, or some ammo for our near empty weapons. Someone calls out from behind us, “Friendly?” “Yes”, I reply as I brace myself, fearing the worst, but surprisingly I’m still alive. Seemingly content, the passerby says goodbye and walks towards the ladder to leave. “Ok, I’m gonna shoot him” my friend says, looking down his scope. “No, don’t!” I say, horrified. His reply is simple “Why not?” And that’s a very good question. This man could have supplies we need. And this isn’t really a post-apocalyptic world, it’s just a game. What reason do I have not to shoot him? What consequences could possibly come about from me shooting this stranger, who I’ll likely never see again, other than him losing some virtual loot? Absolutely none (for me). So why do I insist on being the good guy in games like this? Let’s look at Prisoner’s Dilemma, a paradoxical game in which two players are given two options in each ‘turn’ of the game- to defect or co-operate. Depending on each player’s choices, a differing reward is distributed. If one defects while the other co-operates, the defector gets a reward T, while the other gets a reward S. If both defect, each player gets a reward P, and if both co-operate, each player gets a reward R, with the rewards ranking T > R > P > S. (Nowak et. al, 1994, p.4877). Now, in a single encounter, the choice is obvious: to defect. If you co-operate, and the other player doesn’t, you’ll be stuck with a low score, whereas if you defect, you’ll either have the same score as your opponent or higher. Of course, if you both co-operate you’ll both have a higher score, but that’s assuming neither of you take the ‘optimal’ choice. In DayZ, the ‘Survivor’s Dilemma’ is very much similar to the prisoner’s: to ‘betray’ or co-operate with our fellow survivors. Upon encountering another player, the tiering of rewards based on behaviour is much like that of Prisoner’s Dilemma:
T (attacker gets the loot) > R (each get some loot) > P (each may get some loot but ammo’s wasted and you’re injured/dead) > S (you lose out on loot or are injured/killed, attacker gets everything).
Mathematically, shooting this man on sight will almost always pay off much more than co-operating or being passive, much like defecting in Prisoner’s Dilemma is the better strategy |
There’s a commonly referred to model used when talking about games (videogames or otherwise), known as the ‘magic circle’. This is the idea that the there’s a ‘boundary’ separating the goals, events and ideas of the game’s reality from our own reality, e.g. kicking a ball into a net is the objective of soccer, but outside of the game it’s totally meaningless (Adams, 2009, pp.6-9). And it’s a combination of these rules and the ‘narrative’ of the game that forms the ethics and morals within the game’s magic circle. The ethics being what is permitted in the game based off its ‘rules’, and morals being what is acceptable within the game based off of our real life values (Rauch, 2007, pp.22-24). While DayZ doesn’t have a ‘narrative’ per se, it has a ‘backstory’- that a zombie apocalypse has taken place, and you’re one of the few survivors. The only goal you are given is to survive. This means that anything you do within the game (permitted by the game’s code of course) is 100% ethical, including killing players.
A lot of games have restrictions on player behaviour. In the Assassin’s Creed series, players are warned to stop killing civilians, and are given a ‘game over’ of sorts should they continue to |
Let's look at the magic circle from another angle, using Adams' (2009, pp.8-9) sport metaphor. In a game of rugby, it's perfectly permissible to tackle someone, but not outside after the game. BUT, how many times has a fight broken out because one player didn't like the way the other tackled them? When games have more than one player, they have a link to the outside world.
These aren’t just representations of code, they’re people, trying to get by in an unforgiving world |
There's no reason for me to not abandon my real world morals when playing DayZ. I often act immorally in singleplayer games. I have no qualms putting people down in competitive games. But DayZ? It's a different beast. It plays with your mind. Its permanent death mechanics make you treasure each of your characters' existences, and treat their lives as your own. So when the slightest mistake could cost you your life, it would make sense to take the logical, safest option in a confrontation- shoot. There's no time for questions or conversations in this unforgiving world. But I can't. I can't see these characters as anything less than people. Sparing them, and having them spare me, would be a win-win situation for all of us. But we know it's not that simple. We know it makes more sense to just shoot. This is the Survivor's Dilemma. As you play DayZ, it soon becomes clear- in order to keep your character alive, your self must die. But it's just a game. Isn't it?
1 A recent patch added in a ‘Humanity’ system which measures a player’s ‘morals’ and provides them with a Bandit skin if they are ‘evil’ and a Hero skin if they are ‘good’, but this essay is dealing with the previous version of the game which did not have this, which was a better system I feel.
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I loved this article! I'm the same way, so I can totally relate with you. Easy to read, and very well done. Definitely should be published somewhere with more publicity!
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