morality

Description (in English)

Andromeda and Eliza is a work of interactive fiction that combines Twine hypertext with parser-fiction interactions to invite readers to consider choice and agency. You, as Andromeda, are caught in every woman’s dilemma, with only a few choices for escape--and none of them good. Perhaps you can find a meaningful way out, or perhaps you will be enticed into an endless discussion with a hypocritical ELIZA that questions your intentions and your morality. How long will you engage?This work builds on layered adaptations, drawing from both the mythical story of Andromeda and the original code of the ELIZA bot. Both Andromeda and ELIZA are ultimate examples of women without agency: one is chained to a rock to await demise for the apparent sin of beauty, while the other is a procedural therapist who exists in an endless state of questioning and response, programmed to show nothing but interest and patience with even the most obnoxious of queries. By rewriting the code of the original story (and of the ELIZA bot herself) we will re-imagine the woman’s journey from victim to co-author of her own fate. This is a new hypertext work created for installation at the festival. Technical Requirements: Windows PC computer with modern browser preferred, headphones, mouse and keyboard. Relies on both text input and mouse input.

(Source: ELO 2017: Book of Abstracts and Catalogs)

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Andromeda and Eliza
By Eivind Farestveit, 12 March, 2015
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Abstract (in English)

Video games have a long tradition of including elements of moral decision making within their ludic and narrative structures. While the success of these endeavours has been mixed, the systems used to express moral choices within a game have grown more popular. However, these morality systems are inherently restricted and limited by ludic and business considerations. Coupled to this is the concept of the “magic circle” in which games are considered to be morally discontinuous spaces where the normal rules of what actions are and are not permitted are different. Moral choices then become flattened down into mere narrative flavouring rather than a reflection of an individual’s ethical makeup. Moral choices within games are thus shallow and lack the ability to truly offer us an opportunity to reflect on the actions we have taken. Rather than offering insight, they instead cheapen and simplify nuanced topics and concepts.

However, several games released in the past few years have made an effort to break free of this mould by explicitly externalising moral choices. In this paper we discuss two of these games: Pope’s 2013 title Papers, Please and Yager Development’s 2012 title Spec Ops: The Line . We discuss the way in which these games break out of the traditional convention of video game moral decision making, and how they create opportunities for the player to reflect on the deeper meaning of their in-game actions. We discuss the narrative and ludic elements of these titles, and how they interleave to create a gaming experience that allows for a meta-textual appreciation outside of the bounds of the text itself.

While experimentation with narrative and mechanics is sometimes considered the exclusive purview of the “indie scene,” these two games represent titles at both the professional and indie ends of the development spectrum. We argue thus that “mainstream” titles need not eschew genuine, engaging moral choices

(Source: Author's Description)

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Description (in English)

Vespers is an interactive fiction game written in 2005 by Jason Devlin that placed first at the 2005 Interactive Fiction Competition. It also won the XYZZY Awards for Best Game, Best NPCs, Best Setting, and Best Writing. Set in a 15th century Italian monastery, it is chiefly a horror-themed morality game, where the player takes moral decisions, which then affect the ending. However, whilst playing the game, it isn't obvious that these are moral dilemmas, and the game actively encourages the player to take the evil path.