First I would like to state that everybody in society has social responsibility, basically a set of rules, norms and guidelines that should govern how they interact, influence and allow themselves to be influenced by other people. Social responsibility is not only the responsibility of the creator of a work, it does also fall on the consumer not to misuse or abuse it. Basically everyone must be responsible for their own actions and their own wellbeing. No person should be allowed to waive that responsibility. Eating too many burgers is your own fault and no one else’s. With that said, I would also like to point out that a party in power of spreading their beliefs to a larger audience should be aware of the message they are spreading. Basically with great power comes great responsibility.
With that said I can move on to the body of my post.
In my opinion there are many facets on the subject of social responsibility that are not discussed to the extent they should be. For example, spreading personal values, showing biased versions of history and premiering specific moral choices are some of the aspects that are not talked about as much as violence and sex in media. I personally believe that subliminal values, unconsciously or not, are a more dangerous manipulation tool than that of violence. Basically it is easier to make you hate foreigners than it is to make you a violent person.
Another example would be: A journalist writing an article should, in my opinion, strive to write objectively and allow the reader to make up his own mind on the subject. On the other hand, if a journalist writes a biased article without making it obvious, he has larger chance of influencing the reader. This is a larger evil then that of a journalist that writes of exaggerated violence for “amusement”. The reason for this being that people have a good ability to dismiss meaningless violence and not let it affect them while it’s harder to dismiss biased values.
The state of game making has not yet reached its full potential of displaying values and portraying serious subjects. This is caused both by technologic short-comings, design short-comings and the market more looking for quick thrills and amusement. Basically we haven’t reached the state of books or film-making when it comes to portraying moral gray areas. And in some aspects I think we are lucky that we haven’t reached that state yet. Most of the games that we create today don’t need that much responsibility because they are very clearly things of quite quick and cheap amusement. But there are also examples of games not taking their full social responsibility, GTA’s romantic view of criminal life is a good example.
Making games that are about morals is actually not about allowing the player to choose between right or wrong, evil or angelic, these are mere choices with clear and rudimentary outcomes. Morals are interesting when they are grey, preferably areas where people are unsure of their own beliefs. For example think about the death sentence, or animal testing, or think about political views and ideology. These are all interesting subjects and could in one form or another be part of a game. These elements are much more likely to influence people since there isn’t a consensus in society of what is right or wrong. Think of a game where the player is as a cop trying to catch a pedophile murderer. That game would probably not be “entertainment”, it would be more in the realm of “engaging”.
And as/if we move towards these types of games the social responsibility of our craft will tenfold.

Nice post!
Very good point about showing one side of history, etc.
But I’m gonna quote Black Mage from 8-bit Theatre:
- With great power comes great opportunity to abuse that power.
“The state of game making has not yet reached its full potential of displaying values and portraying serious subjects. This is caused both by technologic short-comings, design short-comings and the market more looking for quick thrills and amusement.”
When you say that it’s partly due to technological short-comings, what are you thinking about? What are we “missing” as far as tech goes? I’m not saying we’re not, I’m asking because I’m not sure what you mean.
Glad you liked the post.
What I meant was that we are not fully able to create enough reactions to the players actions. As the morals that I was referring to is very grey it might need more than two outcomes when a player makes a “statement” of his beliefs. But as I was thinking about your question in the toilet the other day I started leaning more towards that choice doesnt really need to be part of the equation to make it meaningful. Films do not offer choice, when Aeris died in FF7 there was no choice. But those were still very more moving scenes. You might even say that they were more emotional than deciding to save a Little Sister.
But when there is no choice for the player, you, as the game designer are imparting your own morals on the player, if you give him choice there might be more room for him to find his own.
Actually after reading your question I am unsure about the Tech-shortcomings.
Great read! I don’t have any insightful comments, but I think the points you’re making are very interesting.
I’m actually really pleased that you didn’t make the same mistake a lot of other people do in regard to morality: automatically trying to defend the games industry. I’ve always wondered why people say “You can’t show this in games” when it’s on the news every other day. Instead of “Do we have the responsibility to not show violence to kids”, the question ought to have a second line “or do we have the responsibility to show how it really is?”.
Trying to strive towards realism in graphics and gameplay, I think games also need to get closer in other areas. Making more realistic AI is not quite necessary with good enough scripting and creating nightmare missions could lead to much more interesting situations. If you create a realistic-looking game where there are both weapons and civilians, I’d say you need to be able to kill civilians. What games are not doing is punishing the player for doing so, which should also be a requirement.
I would love seeing things like friendly fire situations, trying to protect civilians and so on in games where just shooting randomly is not good enough. The nuke scene in Call of Duty 4 showed that shooter games are actually capable of provoking the player into thinking about the actual situation.
Remember, even though 15 year olds might play your game, if it’s rated 18+ it’s not your fault. The demographic for a realistic shooter trying to show real-world war would probably be 25-35.
/J