Académique Documents
Professionnel Documents
Culture Documents
Jesse Kinne
December 9, 2016
Role-playing video games that use a quantitative, point based system of morality
disregard the fundamental nature of moral choices. Rather than using a non diegetic morality
meter that rewards the player with perks and upgrades based upon their level of good or evilness,
Undertale weaves the results of the players choices within the games narrative and musical
score, fostering immersion and presenting a moral framework in a format much closer to real
life.
Peter E. Rauch defines morality as a discourse concerning what is right and what is
wrong (Rauch 22). While morality has a certain universality, ethics are a discourse concerning
what is correct and what is incorrect, dependent on a specific activity, determined entirely by an
explicit, constructed system of rules. Although the two terms may sometimes be considered as
interchangeable, in this context the right moral decision need not align with the right ethical
decision in a given situation. In order for an interactive work such as a video game to incorporate
a moral framework, the ethical framework must be connected in some way to real life (Rauch
26).
Early games like Pong focused on purely ethical framework, where the objectives existed
outside of any morality. As game narratives took bigger role within gameplay in the 1980s and
early 1990s, the semblance between video game ethics and real world morality increased
(Buckley). In Final Fantasy, the player must defeat evil characters to save the world. Because the
the ethics of the game were inextricably tied to the illusory morality of the game, the correct
thing to do was the right thing. Although Final Fantasy was accurately praised for its
storytelling, it still did not give players the agency to be ethical and immoral. In other words, if a
game does not give the player agency to perform either an unethical and moral action or an
ethical and immoral action, its morality framework could be considered a false one.
A common solution to incorporating morality into gameplay today is the morality meter.
In Fallout 3, you are rewarded or deducted points based upon the morality of your choices.
Acting morally by saving a Wasteland captive rewards you with Karma points, and enough
accumulation of these points will give you Good Karma (Fallout Wiki). Acting immorally by
blowing up Megaton will rewards you with negative Karma, eventually giving you Bad Karma.
The effects of the Karma titles each have various advantages and disadvantages. However this
morality meter poses several problems. In some games, one can simply erase the Bad Karma of
previous actions by doing good deeds, resulting in a lack of consistency and ramification. And in
other games a player is required to either be completely good or evil in order to become more
powerful.
While the morality meter does allow the player agency to perform moral and immoral
actions outside of ethics, it misses a key feature of morality. In Johnathan Turners thesis about
natural selection and the evolution of morality in human societies, he says Without the ability to
tag moral codes with emotions, morality could not exist; cultural codes would be like dry
instruction manuals because they would have no emotional teeth Culture and emotions are,
therefore, inextricably interwoven in the neurology of the human brain Morality, then, is not
possible without emotions (Turner 127). To further distinguish our working definitions of
morality and ethics, moralitys discourse between right and wrong must be derived from
emotions, whereas the ethical discourse remains completely independent of any emotional
requirement. Doing something bad in the world is considered immoral not because an outside
source quantifies our action with a morality meter, but because we feel the guilt and shame that
arises from that action. In order to present an engaging moral framework within a game, the
Toby Foxs Undertale establishes a strong moral framework in several ways. But The
players can either choose to kill or spare a monster. Rather than focus on the each good or bad
choice that the player makes with a morality meter, it highlights the effects of the choices in an
emotional way. Papyrus is a major character within the game, an innocent and funny skeleton
who you are required to encounter to progress in the world. He will not kill you; if your health
goes down to 1 HP, he will end the fight (Undertale Wiki). If you choose to kill him, your avatar
is not affected by it. The other NPCs however, are greatly affected by it. Monsters throughout
Snowdin will comment on his absence, saying how they dont feel safe or that they are sad. At
the end, Sans, Papyruss brother, will give you a call, and mention how he can never tell Toriel
(your mother figure) what you did. By making the player feel guilt for their actions, Undertale
Undertales moral framework is also unique in the sense that it lacks a significant ethical
one. The very first NPC you encounter is Flowey, who in a tutorial-like manner, tries to trick you
into thinking that collecting friendliness pellets, actually his attacks, are good for your SOUL.
After lowering your health down to 1 HP, he proclaims In this world, its kill or BE killed. You
are then rescued by Toriel who teaches you that all the player has to do is strike up a
conversation and eventually she will come to the players aid..These two ethical suggestions
within the game, presented by a deceitful flower and a wishfully thinking mother, have both
truths and lies. Within Undertale you certainly have the agency to use the kill or BE killed
motto, and you will face no ethical repercussions. The only repercussions you will face are moral
ones- the emotional reactions of NPCs within the game. You will actually gain EXP, thereby
eventually increasing your LV. While these are initially perceived as ethically good, as a higher
LV increases your strength, they are later revealed to stand for execution points and level of
violence. In order to progress in the game, you must disobey Toriels wish to remain where you
are. While she does provide you with some useful information, you are forced to figure out how
to spare monsters when in battle, as she does not come to your aid. There is no real ethical
framework when it comes to killing or sparing monsters. While the main ethical objective is to
progress in the Underground and eventually make it back to the human world, it takes a backseat
compared to the vast amount of narrative and moral themes presented in the game.
But perhaps the greatest reason why morality in Undertale is presented in an accurate
fashion is because the game narrative develops around the player. The major dynamic characters
are exceptionally well developed, and as you continue to show compassion toward the
characters, you learn more about them. The strength of the characters allows you to form an
emotional attachment with them, thus fulfilling Turners requirement for morality. As the player,
I wanted to behave in a moral fashion, not because it would give me points or it was necessary
for completing the game, but because I cared about the characters within the game and didnt
want to harm them. I knew that my actions would be permanent and would have an emotional
The music also emotionally rewards the players based upon their actions, especially at the
end of the game. If you take the True Pacifist Route (achieved by not killing anyone), you will
hear every major characters leitmotif played. Completing the Neutral Route (any combination of
killing and sparing monsters) rewards you with only a couple of the soundtracks leitmotifs. And
the Genocide Routes (killing everyone) ending will not play any leitmotifs at all. After building
an emotional relationship with the characters, and associating the characters with each leitmotif,
Below is a compiled chart comparing the leitmotifs played at the ends of each route.
Leitmotifs Played at the True Pacifist Route Neutral Route Genocide Route
ending
Toriel Y
Ruins Y
Asriel Y Y
Snowdin Y
Enemy Approaching Y
Papyrus Y
Sans Y
Undyne Y
Mettaton Y
Waterfall Y
Asgore Y Y
Works Cited
Buckley, Mike. A History of the Video Game Narrative. The Amherst Student, 31 Dec. 2012.
Rauch, Peter E. Playing with Good and Evil: Videogames and Moral Philosophy. Playing with
2007.
Turner, Johnathan H. Natural Selection and the Evolution of Morality in Human Societies.
Handbook of the Sociology of Morality, Edited by Steven Hitlin and Stephen Vaisey,