Difference between revisions of "BioWare"

From SI410
Jump to: navigation, search
(See Also)
Line 2: Line 2:
  
 
[[File:Biowarelogo.jpg|200px|thumb|right| Official logo]]
 
[[File:Biowarelogo.jpg|200px|thumb|right| Official logo]]
'''BioWare''' is a video game developer based in Canada, which is currently owned by EA (Electronic Arts). It was founded in 1995 by Ray Muzyka and Greg Zeschuk--"the Doctors"--along with Augustine Yip.
+
'''BioWare''' is a video game developer based in Canada, which is currently owned by EA (Electronic Arts). It was founded in 1995 by Ray Muzyka and Greg Zeschuk--"the Doctors"--along with Augustine Yip. Bioware is best known for creating games that allow the player to create their own morality in-game, driven by how they respond to choices during the course of the game that are seen as more evil or more good by the other characters in the game. Because of this, Bioware's games have serious ethical considerations.
  
 
== Morality in BioWare Games ==
 
== Morality in BioWare Games ==

Revision as of 03:03, 10 December 2012

Back • ↑Topics • ↑Categories
Official logo

BioWare is a video game developer based in Canada, which is currently owned by EA (Electronic Arts). It was founded in 1995 by Ray Muzyka and Greg Zeschuk--"the Doctors"--along with Augustine Yip. Bioware is best known for creating games that allow the player to create their own morality in-game, driven by how they respond to choices during the course of the game that are seen as more evil or more good by the other characters in the game. Because of this, Bioware's games have serious ethical considerations.

Morality in BioWare Games

Dialogue Choices

How some players feel about the options that Mass Effect's dialogue wheels provide

Starting with their Star Wars: Knights of the Old Republic series and continuing with Mass Effect and Dragon Age, BioWare has developed a binary morality system that alters a player's character based on the actions they perform.

In the aforementioned games, the user is presented a "dialogue wheel", where dialogue choices that are aligned generally along a chaotic, netural, and lawful paradigm affect both the flow of the player's conversation with a non-player character (NPC) and the ensuing gameplay. In the Mass Effect series, for example, the choices a player makes can determine the life or death of a squad mate and the chance of success on a critical mission.

There is some criticism regarding the limited definitions BioWare provides to determine a player's morality. The Dragon Age series may have responded to this criticism, as the dialogue options in those games feature a variety of personalities--leaving morality out of the picture--with which your character will respond. Eventually, your character's default manner of speech will assume the personality type that you've chosen most often.

Banality

In Miguel Sicart's "The Banality of Simulated Evil", Sicart addresses Knights of the Old Republic--along with Fable and Fahrenheit--as an example where ethics are programmed into the gameplay.[1] By assigning actions and speech to various pre-determined moral positions, these games restrict ethics to the "procedural gradient", which removes the interpretation of morality from the player and instead places it on the machine. Thus, these games are ultimately banal in their treatment of ethics.

Sicart advocates instead a game design philosophy in which morality is evaluated on a "semantic gradient", i.e. by the player's reflection on ethics of a game's events. BioWare continues to employ a ludic alignment system for their games, calling into question whether they are ethically relevant.

Use of Artificial Intelligence

In Mass Effect, many types of neutral and hostile AI are implemented in different situations. On the Citadel, the game's central hub of intergalactic government, there are AI's that provide any information you ask concerning directions on how to get to specific locations within the Citadel and then transports you without questioning your motives. Whether you need directions to the medical ward to interview a survivor of an attack or need fast transit to the lower wards to kill a traitorous soldier, the AI performs tasks as programmed.

The Geth are introduced in Mass Effect as a completely autonomous and non-organic race created originally as laborers and soldiers. As the storyline progresses, the Geth become sentient of their inferiority and turn on their Quarian creators. After driving the Quarians out of their home planet, the entire galaxy has turned to caution in implementing AI in their societies for fear of similar attacks of the Geth on their own peoples.

In Mass Effect 2, BioWare introduces an AI on the ship the SR-2 Normandy called EDI (Enhanced Defense Intelligence), that not only helps the pilot "Joker" maintain the functions of the ship, but provides information to the player upon activation. Although many of the passengers on the SR-2 Normandy question the use of an AI in controlling the ship, EDI maintains its moral responsibility by functioning as programmed - following the orders of Commander Shepard and doing its best to protect the lives of all of its passengers.

Controversy

Controversy in BioWare video games mostly deal with the graphical violent and sexual activities a player can experience. Mass Effect allowed players to have interspecies and same sex sexual encounters and Dragon age 2 allowed players to develop same sex sexual relationships. BioWare confronted the critics that complained about these controversial relationships and the neglect of their main demographic of straight males by releasing a state on March 24, 2011. David Gaider, a BioWare staff member, stated “The romances in the game are not for “the straight male gamer”. They’re for everyone.”[2]

Mass Effect 3 launch/Ending

BioWare released its third installment in the Mass Effect series, Mass Effect 3, on March 6th, 2012, as the final chapter to Commander Shepard’s story. The first half of the controversy was the launch initially had free on-Disc downloadable content (DLC), but in the weeks leading up to the launch date, it was retracted to be later release on Xbox live. Many fans took this action as a cheap way for the company to gain extra money, which this practice is well practiced already throughout the video game industry. The ending of Mass Effect 3 resulted in the most criticism, as it was claimed that the various endings lacked any variety. A significant amount of users complained about their experiences and labeled it false advertising.

BioWare responded to these criticisms by supporting their writers and the endings that were created. The company continued on not being responsive to these claims for about a month. In April, Bioware admitted to the scale of backlash and announced the release of the DLC titled Extended Cut, which expanded the original endings to meet the concerns of the players. The DLC was released on June 26th, 2012.[3]

Timeline of Games

Year Title
1996 Shattered Steel
1998 Baldur's Gate
1999 Baldur's Gate: Tales of the Sword Coast
2000 MDK2
2000 Baldur's Gate II: Shadows of Amn
2001 Baldur's Gate II: Throne of Bhaal
2002 Neverwinter Nights
2003 Neverwinter Nights: Shadows of Undrentide
2003 Neverwinter Nights: Hordes of the Underdark
2003 Star Wars: Knights of the Old Republic
2005 Jade Empire
2007 Mass Effect
2008 Sonic Chronicles: The Dark Brotherhood
2009 Mass Effect Galaxy
2009 Dragon Age: Origins
2010 Mass Effect 2
2010 Dragon Age: Origins - Awakening
2011 Dragon Age II
2011 Star Wars: The Old Republic
2012 Mass Effect 3
2013 Command & Conquer: Generals 2
TBA Dragon Age III

See Also

Mass Effect
Ethics in Computer & Video Games

References

  1. Sicart, M., (2009). “The banality of simulated evil: designing ethical gameplay,” Ethics and Information Technology 3: 191-202. [12 pp.]
  2. Bioware Tells Straight Men to "Get Over" Being Hit on By Gay Men in "Dragon Age 2", Michael Jensen, afterelton.com
  3. Rebuilding The Future: How BioWare Can Bounce Back, Ross Lincoln, gamefront.com

External Links

(back to index)