Playing in the Continuum: Moral Relativism in the Last of Us

Playing in the Continuum: Moral Relativism in the Last of Us

Praxes of popular culture No. 1 - Year 9 12/2018 - LC.7 [sic] - a journal of literature, culture and literary translation Shalini Harilal, English and Foreign Languages University, India ([email protected]) Playing in the Continuum: Moral Relativism in The Last of Us Abstract Contrary to common understanding that an objective is a distinctive feature of every game, the success of process-oriented games (Nielson et al.) shows that linear narratives are not the only way to tell game stories. The Last of Us , despite being a goal-oriented video game, undermines the focus on its objective of “saving humanity” by refusing to let the player fulfil that goal. Saving humanity is a “noble” sentiment that is not only a “universal” moral value but one of import from a biological standpoint. This paper argues that the game’s insistence on making “questionable” choices on behalf of the player and its depiction of a selection of contrasting social structures are a narrative ruse to unsettle ethical complacencies of the generic player, who brings to the game such moral systems to analyze the game as are incompatible with its temporal and spatial specificity. The question of the admissibility of textual analyses based on external moral parameters is of relevance not exclusively to literary studies but to narratives in new audio-visual media as well. This paper attempts to place player reactions to the questionable character choices at the heart of the game story in a continuum between absolute player identification with narrative elements and complete detachment from the game narrative which facilitates play in an objective manner. This study employs a close analysis of the game text and player vis-à-vis critic responses to the narrative peculiarities of this game. Keywords: morality, narrative, post-apocalyptic, relational structures, relativism, T he Last of Us Introduction ISSN 1847-7755; doi: 10.15291/sic/1.9.lc.7 1 Praxes of popular culture No. 1 - Year 9 12/2018 - LC.7 [sic] - a journal of literature, culture and literary translation T he Last of Us (TLOU hereafter ) is a survival horror video game from developer Naughty Dog. The variety of social structures depicted in TLOU serves as a narrative strategy to bring to attention the relevance of moral relativism in understanding the game narrative, and thereby poses a challenge to the ethical monism that informs player reactions. The central character’s controversial decisions, which simultaneously create closure and indefinite narrative loose ends, help confront the generic player’s universal value system, irrelevant to the historically specific time and socio-political milieu specific to the gameworld. About the Game Story TLOU features a United States devastated by Cordyceps fungal infection, which turns its victims into tortured, deformed monstrous killers who infect healthy humans through contact. One of the central characters is Joel, who loses his young daughter to the chaos of the infected world. When the game cuts forward to a period twenty years after his daughter’s death, Joel along with his partner Tess is a smuggler living in a quarantine zone barely kept up by the military. During this time period, no cure for the infection has been found, and there is political instability; an oppressive military rule has been established meanwhile, against which a militant activist group called Firefly has been conscripting survivors. Joel and Tess are forced to smuggle a young teen named Ellie to another part of the country as part of a deal with the Firefly leader Marlene. When Joel and Tess realize that Ellie may be the missing link in finding a cure, with much travail they undertake the journey to get Ellie to a Firefly medical laboratory. At the end of the game, however, when they reach the designated place, Joel learns that the surgery to find the cure is fatal for Ellie. Joel refuses to go through with the plan and escapes along with Ellie. This is a skeletal summary of the game story; the next section discusses the theoretical frameworks used. Playing in the Moral Continuum The question of morality in video games is one of the more discussed aspects within game studies. Hartmann’s MoDViG model (moral disengagement in violent video games) is a useful framework to understand the nature of violent video games as consumer products and player engagements with ISSN 1847-7755; doi: 10.15291/sic/1.9.lc.7 2 Praxes of popular culture No. 1 - Year 9 12/2018 - LC.7 [sic] - a journal of literature, culture and literary translation violence intended for entertainment. According to this model, violent video games help players enjoy in-game violence by morally disengaging them from violent actions. Drawing on Bandura’s work from 1991 and 2002, which posits eight different factors contributing to moral disengagement in real-life scenarios like warfronts, Hartmann proposes that such factors are often embedded within violent video games so that they help players enjoy them guiltlessly. Hartmann concludes by pointing out the exceptions to his MoDViG model with the examples of games like Spec Ops: The Line (Yager Development, 2012), which were developed by their creators with the intention of triggering reflective thinking in players. Such games refrain from using disengagement devices which help justify violence. Instead, they present situations where the player has to make questionable and violent choices, thus inducing guilt and thereby provoking deeper and intelligent reflections. Hartmann observes that such games are not hedonic but eudemonic entertainment, i.e., intended for personal growth and not mere entertainment (9-10). TLOU can be categorized among the exceptions to the MoDViG model because the morally questionable action at the heart of the game is not an interactive one but a choice the character makes without player input. It is the game system’s decision to provoke reflections on the value systems held by players. Despite having no explicit moral disengagement markers, and not portraying a character that is irrationally evil, the game has the potential to justify violence that comes solely from its narrative coherence. This problematizes the moral status of the generic video game player. If theoretically it is possible for a player to fully identify with a game character, assuming that the character is a psychopath/mass murderer, then the question of morality can no longer be raised in relation to standards that are outside the game. The game encourages players to play in a continuum of varying identification with the narrative system. A section of players is provoked by Joel’s “immoral” actions because they are judged in relation to a value system outside the game. This section of players is also unable to find the disengagement markers to justify Joel’s actions. Another section of players is trained to look for disengagement markers in games; this is reflected in the acceptance of Joel as a father fighting for his daughter. Yet another section of players looks for no external justifications but depends on the narrative cause and effect logic to evaluate characters. These sections of players depict detachment, semi-detachment, and full identification with the gameworld respectively. ISSN 1847-7755; doi: 10.15291/sic/1.9.lc.7 3 Praxes of popular culture No. 1 - Year 9 12/2018 - LC.7 [sic] - a journal of literature, culture and literary translation Social Structures and Value Systems In my argument that the variety of social structures presented in the game acts as a narrative device, a good point to start the analysis is the final chapter of the game, which is clearly disruptive because it turns the objective of the game on its head. From the start, the game attempts to build a dysfunctional and barren world, which is evidenced by the disarray of vehicles and deserted buildings along with the conspicuous absence of the slightest allusion to religion by way of altars, pictures, rosaries, or sculptures but craftily placed graffiti instead, which read “when we are in need he shall provide!” Props bring attention to the pointlessness of intelligent existence in the gameworld. Owing to the fact that the characters are in constant mortal danger, they are sworn to “endure and survive” in such a world because survival tends to be located in the broad discourse of instinctual behavior[1] rather than the philosophical category of meaning.[2] A possibility for cure from Cordyceps infection is presented in the form of Ellie, who is resistant to the infection. At this point in the narrative, many blocks fall into place for the game. An apparently meaningless world is presented with meaning, and the goal for the player/character is decided; Ellie must be taken to a Firefly laboratory across the country so that existence would no more be in vain. Facing a slew of obstacles throughout the long journey that becomes the game itself, at the point of destination Joel refuses to comply with the fatal surgery on Ellie that might save humanity. This seems disruptive as it ruins the player’s effort in its entirety. It is as though the game mocks its goal and the player for taking the goal seriously (Plante). If the identification of the player with the character is absolute, the mockery is on the trust the character places on an abstract idea of humanity and collective good because the idea of a society, i.e., a pre-epidemic society, is dated in the gameworld and the character owes it nothing. A player who experiences absolute identification with the character theoretically has no qualms in both making and executing the “morally ambiguous decision.” Everything is reduced to the question of the kind of player one is and the kind of moral judgment one brings to the game.

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