The Ethics of Computer Games by Miguel Sicart
My rating: 4 of 5 stars
Excellent blend of philosophy (chiefly ethics) and a game design analysis. The main idea presented by Miguel Sicart is that gamers take their morality in the games they play, that players are moral subjects with certain cultural and individual backgrounds when they come in contact with a game and cannot be analysed individually without a player-activator. That is to say that as an object turned into an experience by a moral subject cannot exist on its own and thus should not be analysed as an experience players would enjoy passively (as is droned by politicians and the media concerning violent games). The best comparison he gives is that games provide a moral skin for players to wear over their normal subjectivities. This skin is the basis for all interaction with the game world, whatever the player’s role might be within it.
For Sicart, ethical games are games that allow a certain freedom of choice to the player but do not impose their own morality on them as Knights of the Old Republic or Fable would do, both examples of games he deems unethical exactly because the subject that creates the ethical meanings out of the game is not the player-subject herself.
I have never read a more up-to-date and complete reading on games and ethics together and I can say that I generally agree with the author, even with his bolder suggestions. I’m still not sure, though, what exactly makes Custer’s Revenge an example of poor design if it can, in the end, make the player-subject reflect on her actions nonetheless. But I’m prepared to cut him some slack. I mean, an in-depth analysis of BioShock and DEFCON, mentions of obscure little gems like Cursor*10 and Daigasso! Band Brothers?
Miguel Sicart is a philosopher gamer. We need to read more from other people with similar critical abilities and back-catalogue of game experiences. Until then, this book will remain the definitive literature on the subject.