Shades of Morality

Would immortality change who you are?

By Houhua Ma, Nikki Rademaker, and Phillip Shen and Yanna Smid

Overview

This project was created for the course Video Games for Research. Together with Yanna Smid, I developed a 2D platformer game called "Shades of Morality" to investigate how immortality affects players' moral decisions. The project explores whether the absence of death changes decision-making in virtual environments. Players encounter morally charged dilemmas while playing two game versions: one where they can die (Mortal Mode) and one where they cannot (Immortal Mode). The research and data anaylsis was done with the help of Houhua Ma, and Phillip Shen.

The game contains:

An example gameplay can be seen below.

Technical Development

The game was developed in Unity version 2020.3.18f1 as a 2D platformer. We used a basic layout template provided by Nick Bota to build the levels and platformer mechanics.

Asset packages from the Unity Asset Store were used to create the environment and characters:

Study and Results

In total, 36 participants played two levels of the game: one mortal and one immortal. Participants first played a mortal version, then the matching immortal version.

Participants had to go through several rooms to complete a level. Each decision room had a different moral dilemma. The game had four different versions, each with a different order of decision rooms. This made sure that every decision was played equally often in mortal and immortal conditions. Changing the room order also reduced patterns.

Each version had eight rooms:


Players encountered the following moral dilemmas in the corresponding decision rooms during the game:


Beginning
1 / 4

During gameplay, we logged which choices players made and how long they took to decide. After the game, players filled in a questionnaire about their experience and how they felt about their choices.

The results showed no significant difference in how moral players acted between the two modes. However, players took longer to choose immoral actions, showing hesitation. Players said in the questionnaire they still cared about their choices, but the game did not punish immoral behavior much. Many players still preferred to act morally unless an immoral choice gave a clear reward.

Reflection

Although immortality did not seam to lead to more moral decisions overall, the project showed that decision-making is still influenced by gameplay context and rewards. Feedback suggested that players would be more impacted by mortality if the stakes were higher, such as permanently losing progress upon death. For the future, respawning could be removed, and the story could be strengthened to create deeper emotional ties with NPCs.

Our project paper "No Death, No Consequences? Immortality's Impact on Gaming Morality", can be downloaded here.

Next Project Previous Project