Ethical gameplay can be defined as "the outcome of a game sequence in which players take definitive choices based on moral thinking, rather than instrumental thinking." Often moral problems presented by video games can be solved easily once the ethical framework of the game is understood, or on the basis of help from the visible moral feedback of the game, or simply by experimenting with the different outcomes by using the game's saving/loading system. In this article, I focus on the nature of the moral problems it presents to the player with the help of the notion of "wicked problems." Using four case studies from two games that heavily rely on ethical gameplay, I will differentiate between four kinds of moral problems arising from ethical gameplay: tame moral problems, semiwicked problems, real wicked problems, and super wicked problems, each of which present a greater (moral) challenge to the player.
revolves around an alternative interpretation of human history as an ongoing battle between two rival factions: the Assassin Brotherhood (modelled on the historical Nizar Isma'ilis) and the Templar Order (inspired by the historical Order of the Knights Templar). Both factions compete over the possession of mythical artefacts, called the 'Apples of Eden', which once belonged to a now extinct proto-human race. The possession of these artefacts gives the owner incredible knowledge and the ability to manipulate large numbers of people. The Templars strive for world domination, while the Assassins want to prevent this; their aim is to develop human consciousness and individual freedom. Considering games as 'playable texts', I make an inventory of three in-game rituals, two of the Assassin Brotherhood and one of the Templar Order. Both initiation and assassination rituals are quite elaborate given the context of the games in which they are displayed. Progression and regression can be observed in terms of ritual practices within the primary series of the game series, which stretches from ancient Egypt to modernity. This article describes the three ritual practices mentioned within the Assassin's Creed series, and links them to the larger metanarrative of the series.
In times of great distress, like in the case of the COVID-19 pandemic, people look for relief from the existential threat by searching for some kind of interpretation of the crisis. Some people will look for scapegoats to put the blame on, while others will search for ways by which the crisis can also be perceived as something beneficial.As far as the COVID-19 pandemic goes, earlier this year, media and politicians pointed towards China, where the pandemic started, or to Italy, from where the virus spread over the European continent.Since the beginning of the crisis, we have also been flooded with gurus, motivational speakers, and mindfulness coaches who stimulate us to view the new common as an unexpected but much needed “reboot” of our day-to-day life.Intriguingly enough, these two individual and collective coping strategies are very familiar to those who are acquainted with the Christian philosophical and theological traditions. When confronted with the apparent paradox between the idea of an omnipotent and omnibenevolent deity on the one hand and the experience of everyday pain and suffering on the other hand, Christians have sought for ways to find a satisfactory solution. This is known as theodicy. As the Roman and Christian philosopher Boethius summarized the problem: si Deus, unde malum? “If God exists, wherefrom evil?”
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