morality

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  • Deconstructeam / Devolver Digital

    'The Red Strings Club' explores the morality of transhumanism

    by 
    Jessica Conditt
    Jessica Conditt
    02.09.2018

    If you had the ability to turn off all the negative emotions in your mind -- depression, anxiety, rage -- would you do it? Would you eagerly implant a device in your body that eliminates those feelings, or would you pause and consider the consequences? Without anxiety, would your drive to succeed stagnate? Without rage, would your body be primed to fight or flee in a sticky situation? Without depression, would you appreciate joy? Think about it for a moment. We'll wait.

  • Getty Images/iStockphoto

    This year we took small, important steps toward the Singularity

    by 
    Andrew Tarantola
    Andrew Tarantola
    12.19.2017

    We won't have to wait until 2019 for our Blade Runner future, mostly because artificially intelligent robots already walk, roll and occasionally backflip among us. They're on our streets and in our stores. Some have wagged their way into our hearts while others have taken a more literal route. Both in civilian life and the military battlespace, AI is adopting physical form to multiply the capabilities of the humans it serves. As robots gain ubiquity, friction between these bolt buckets and we meat sacks is sure to cause issues. So how do we ensure that the increasingly intelligent machines we design share our ethical values while minimizing human-robot conflict? Sit down, Mr. Asimov.

  • YouTube

    Apple reportedly delayed 'Carpool Karaoke' due to foul language

    by 
    Rob LeFebvre
    Rob LeFebvre
    10.25.2017

    When Apple delayed the release of 'Carpool Karaoke,' it wasn't very clear on why. According to a report at Bloomberg, though, the tech titan had to edit and shoot additional episodes because the ones that were ready had too much "foul language and references to vaginal hygiene." We're not sure why Apple thought a show featuring celebrities and comedians driving around Los Angeles would be squeaky-clean, but there it is. We've reached out to Apple and will update this post when we hear back.

  • Thomas Vogel via Getty Images

    eBay and LinkedIn founders back research into ethical AI

    by 
    Jon Fingas
    Jon Fingas
    01.11.2017

    Some big names in the tech world aren't just fretting over the possibility of dangerous AI, they're taking steps to make sure it doesn't happen. LinkedIn founder Reid Hoffman and eBay founder Pierre Omidyar (through his Omidyar Network) are pouring a total of $20 million into a newly created Ethics and Governance of Artificial Intelligence Fund that will fuel research into the social considerations around AI. The organization wants to be sure that machines aren't just guided by "engineers and corporations" -- they should consider the input of everyone from social scientists through to economists and politicians.

  • Associated Press

    Should autonomous vehicles save passengers or pedestrians?

    by 
    Timothy J. Seppala
    Timothy J. Seppala
    06.24.2016

    Oh, humanity. New research published in Science shows that we, as a race, want to have our cake and eat it too when it comes to autonomous vehicles. Specifically, we're totally okay with self-driving cars that will sacrifice their passengers in favor of not harming pedestrians -- so long as we aren't the passengers when that happens. What's more, those surveyed would like other people to buy those self-sacrificing rides, but don't want to buy one themselves, and don't agree with the idea of enforcing regulations for them. Sure; this makes perfect sense.

  • The Guilty Pleasures of Infamous: Second Son

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    04.25.2014

    Searching for the subtleties in a superhero game is like straining your ears to find the bright ting of a triangle buried somewhere in a bombastic marching band. It adds a pleasant touch of finesse, even if you're just there to feel the drums pushing you back. Infamous: Second Son has its own little triangle in the unfettered actions of Delsin Rowe, a one-man superband imbued with corrosive powers of smoke, ember and neon. He's essentially a weaponized e-cigarette, lobbing vaporous projectiles and rocketing through Seattle's rooftop vents like a wispy snake. It's almost exactly as fun as it sounds, thanks to rapid movement tuned to the environment's ups and downs. That relentless pursuit of locomotion and non-stop enjoyment, however, may be the one thing that prevents Infamous from growing into something more. Putting flash and excitement first is a perfectly valid decision from the developers at Sucker Punch, and most reviews will argue that it's a great one. It's not entirely compatible with the game's tests of morality, though, and I'm not convinced it ever will be.

  • Storyboard: Moral framework

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.05.2013

    Every so often, I start a column and it just doesn't come together. So my original plans for this week's article are being changed. I could technically go back and edit last week's piece to erase any evidence that plans had changed, but that would just be wrong. That segues nicely into this week's actual topic: morality. We generally paint morality in broader strokes than is necessarily beneficial, as evidenced by the fact that I just said that something as harmless as editing an old article could be considered wrong. Obviously it's not harming anyone, but because of standards that I impose on myself, I feel as if it's the wrong course of action to take. Pretty much all of your characters have moral codes, and if you're not thinking about them consciously, those codes can easily default to the same ones that you have. I've touched on that idea before, but there's more to it than that. When you get right down to it, your characters need their own codes, some of which you might even find personally repugnant.

  • PBS draws link between digital music ethics and magic spells, somehow makes it look simple (video)

    by 
    Jon Fingas
    Jon Fingas
    09.28.2012

    AAC files and the arcane don't have much in common on the surface. After some digging, however, PBS' Idea Channel has found that magic is an uncannily good analogy for digital music rights and explaining the thorny ethical issues that come with them. Both music and spells stem from grassroots cultures that give away their content for free, but (at least until an anti-magic clampdown at eBay) have since become businesses. That nature poses a key ethical question: when we're used to a free experience and can copy songs or spells as much as we like, what does it take to keep us as honest customers? As show host Mike Rugnetta suggests, it's a matter of personal responsibility -- if we want more of either, we have to think of the commerce as showing support for future work. You can catch Mike's clever train of thought after the break, and ponder what constitutes DRM for a potion while you're at it.

  • Rainbow 6: Patriots retains gritty story after team change

    by 
    Jessica Conditt
    Jessica Conditt
    03.08.2012

    When Ubisoft confirmed that the creative director of Rainbow 6: Patriots, David Sears, had been replaced by Jean-Sebastien Decant, natural assumption was that it was over the title's morally ambiguous storyline. That's not quite the case, Ubisoft Montreal CEO Yannis Mallat told Game Informer.Sears' departure was a mutual decision, Mallat said, and Ubisoft is "evolving the vision that came from David's initial input." Sears, narrative director Richard Rouse III, lead designer Philippe Therien and animation director Brent George have left Team Rainbow, Mallat confirmed. Sears at least is still employed by Ubisoft Montreal. Mallat said he's been moved on to a "major project for a major brand."Rainbow 6: Patriots is still set to launch in 2013, Mallat said.

  • SWTOR's Daniel Erickson on pulling players' moral strings

    by 
    Justin Olivetti
    Justin Olivetti
    12.30.2011

    BioWare's Daniel Erickson said that for the writing team, the crunch time came way ahead of everyone else since the script for the game had to be done first. As such, the team has had plenty of time to reflect on how the game's developed while it's moved on to future content. In speaking with GameSpy, the Star Wars: The Old Republic head writer opened up about the difficulties and fun of penning a game with so many personalities, choices, and plot twists. Probably the most revealing is how Erickson admits that the writers are trying to pull players in multiple directions through a series of moral influences: the game's own light and dark side system, players' own morality, companions' own likes and dislikes, and multiplayer dialogue. Ideally, he said, one of the goals of the writing team was to make quests that would challenge players' set paths to make them want to change. "It's interesting to watch all those dynamic forces affect the player, see how they interact with the storytelling method," he said. Erickson also says that the project got initial pushback over the notion of centering it on story, because of the past limitations of MMOs and "the expected norm" that had grown over the years: "It was clear, when you played the early MMOs, that they were trying to put as much as they could in for what was there. There were people on each one of these projects that clearly cared passionately about the lore, and were really trying to get it across to the players. So we knew that that was there and we knew from the single-player games what did it." The interview continues to cover a wide range of writing challenges, including coming up with the script for Huttball, quests that the team was sure would get cut by the ESRB, and how the team enjoyed coming up with intricate stories, connections, and romances for companion characters.

  • Breakfast Topic: How are your characters coping with moral dilemmas in game?

    by 
    Alex Ziebart
    Alex Ziebart
    03.14.2011

    This Breakfast Topic has been brought to you by Seed, the AOL guest writer program that brings your words to WoW Insider's pages. Cairne Bloodhoof is dead. We all know this as players, but what about players who play tauren characters? How do you deal with getting praise from Garrosh and having him tell you what to do, looking at him and knowing he killed your beloved leader? Personally, I am talking to the screen, telling Garrosh off and saying that I am throwing his rewards back in his face -- but the game itself won't allow me to denounce him in front of his council, much less refuse to do those quest chains, because they are necessary to move into some of the new zones. Are you as a player frustrated with the inability to express your contempt of Garrosh or perhaps another NPC? Trolls should not be very happy with Garrosh either, given that Vol'jin basically promised Garrosh that he would put an arrow in his heart. Are you having issues dealing with that level of contempt between your leader and the Horde leader? What do you want to do about it? Then we come to one of my favorite NPCs on the Horde side, Sylvanas. She is strong, she threw off the hold of the Lich King, and as many of us saw when running Halls of Reflection, she stood up to Arthas, going toe to toe with him. She is someone to be admired ... but what she is doing now disturbs me greatly. Personally, this fills my main with horror, wondering if we are becoming the monsters that the Alliance accuses us of being. How do you feel about the idea of more sentient beings being forced to bear the curse of undeath, especially if you are undead yourself? The story lines are fascinating, and I am enjoying them greatly, but my characters are having some severe moral conflicts with the current state of affairs. What about you?

  • inFamous 2 trailers show off the moral dichotomy of destruction

    by 
    Griffin McElroy
    Griffin McElroy
    02.11.2011

    For all its strengths, inFamous's black-and-white morality system left more than a few players feeling fairly cold. Developer Sucker Punch is taking those criticisms to heart for the sequel, making the players' decisions affect their world and their missions in more clear-cut ways. PlayStation Blog recently showed off a pair of videos, one showing the "Good" way to handle a rescue mission (save some cops, and let them take care of it), and the other showing the "Not So Good" method (hijack an explosive-filled streetcar and drive it into the enemy hideout). Check out these two trailers posted after the jump. Even if you're still not sold on inFamous 2's moral dichotomy, you can still watch Cole totally wreck shop for three whole minutes. There's absolutely nothing wrong with that.

  • Tech industry is world's most trustworthy, says new survey

    by 
    Vlad Savov
    Vlad Savov
    02.04.2011

    Who do you trust to "do what is right?" Your answer to that question will depend on how you interpret it, though we don't think there's too much room for ambiguity with the results from Edelman's 11th annual Trust Barometer survey. It shows the tech industry a clear 10 percent ahead of the rest of the corporate world in terms of trustworthiness, with the automotive (a favorite of ours) and telecommunications (really?) sectors following up in second and third. The results come from the polling of 5,075 "informed" members of the public from 23 nations. We reckon all the companies involved in making the business of chipmaking quite so reputable should pat themselves on the back -- unless their names are Motorola, Samsung or Sony Ericsson, those guys' failures with Android updates haven't really contributed to the credibility of their industry at all.

  • Infamous 2's morality system embodied by Kuo and Nix

    by 
    Andrew Yoon
    Andrew Yoon
    02.01.2011

    Subtlety is, perhaps, not Infamous 2's strength. Can you guess which of these two represents Cole's "good" side, and which one represents the "bad" one? The answer (and a new trailer and screenshots) is after the break!

  • Storyboard: Archetype discussion -- the Paladin

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.24.2010

    Archetypes, by their very definition, are idealizations. They aren't people; they're abstract concepts that people approach in varying degrees. Most of them aren't conscious aspirations, just a direction and a set of overall goals. Nobody really wants to be amoral in pursuit of a single goal, or an engine of war, or an endless question mark. You just kind of wind up in a place where you can be abstracted in that fashion. Paladins are not like that. Staggering numbers of different games have a class named "paladin," including nearly every class-based fantasy game in existence. But that's just a name, a collection of statistics and abilities and genre conventions. There's more to the archetype than that, something that taps into a very fundamental part of the human psyche. So as always, queue up some appropriate listening material, and let's take a look at an archetype that's almost always named as a class but has much more substance than a few holy-themed spells.

  • Storyboard: Archetype discussion - the Rogue

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.26.2010

    A disproportionate number of roleplaying characters are heroes. Well, "heroes" might be a bit too strong of a term -- said characters may or may not have actually done anything heroic -- but given the opportunity, they prefer to be on the noble and self-sacrificing side of a conflict. There's nothing wrong with that, to be sure, but there is something to be said for playing someone whose ethics are a bit less grounded in an abstract idea of right or wrong. Most fantasy games have a class either named as a rogue or some variant thereof, and even when the class doesn't exist, the hallmarks are there. Stealthy and sneaky, usually aimed at quick bursts of damage -- all of those elements speak to how rogues work. But they don't actually define a true rogue any more than a hammer defines a carpenter. So feel free to cue up some appropriate music (at your discretion) as we dive into the second archetype study, taking a good hard look at the most underhanded archetype around.

  • Drama Mamas: Spearheading morality

    by 
    Robin Torres
    Robin Torres
    10.08.2010

    Drama Mamas Lisa Poisso and Robin Torres are experienced gamers and real-life mamas -- and just as we don't want our precious babies to be the ones kicking and wailing on the floor of the checkout lane next to the candy, neither do we want you to become known as That Guy on your realm. I strongly believe that your fun should stop when it starts to infringe upon the fun of another. However, the behavior of funsuckers is not something we can control. Sure, we can report the blatant offenders to Blizzard. Yes, we can put them on ignore. But no matter how hard we try, we will never be able to make them change their ways. The question is: Does it hurt to try? Dear Drama Mamas, Recently, I've taken a more active role in trying to combat the rampant immorality and indecency that has taken hold on the WoW community. I used to be content with ignoring it, and I even left trade chat in an attempt to isolate myself from the more concentrated locations. However, I couldn't just sit by while the problem gets worse each day. It's gotten so bad on my realm that people are actually cheering at people who ninja, troll or gank. I have been brought up right: instilled with values by my parents to make moral choices in my life. I had hoped to reach out and bring some of this awareness to others, but so far it's only lost in the flood or so bashed that people simply laugh at my efforts now.

  • City of Heroes previews the coming Issue 19

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.05.2010

    We've known about the bare basics of Issue 19 for a little while now, but City of Heroes players have just been treated to a new explosion of information about the game's next major content patch. And it promises to be quite a big update, with two new task forces, new events in Praetoria, and some alternate animations and auras that had not been previously announced. Several powers will now have a number of locations that can be used as a launching point, so you could fire your Radiation Blasts from your eyes, one hand, both hands, or other possibilities. More tip and morality missions are being added, as well as the option for characters who were not from Praetoria to enter the city. It couldn't come at a better time, as Praetoria's infiltration and invasion are the center of the two new task forces. Overseen by Apex and Tin Mage, two important lore figures, the chains have characters face off against Praetors and uniquely Praetorian enemies to keep their world safe from Emperor Cole's designs. There are also new live events being added in Praetoria, such as a mass protest that heroes can take part in or help shut down. With the previously announced first Incarnate slot and the move of Fitness to inherent (with a slight clarification of unclear wording), the update promises to be an infusion of both content and systems for City of Heroes, so take a look at the official rundown for more.

  • A Mild-Mannered Reporter: Both sides now

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.15.2010

    Back when Going Rogue was first released, I made a point that I wasn't going into detail on the alignment and tip system. As I saw it at the time, there were two major reasons not to go whole-hog into it, the first being that I was already writing an entire novel on the expansion, and the second being that Paragon Wiki was hard at work putting more details into place. Why try to reinvent the wheel in a weekly column? And there was also a third reason: I'd been spending more time in Praetoria than on my old characters. So I suppose in some way I ought to thank whichever designer gave my poor brute the chance to fight two elite bosses at the same time with three NPCs as backup in a single-player mission. It gave me plenty of incentive to spend more time with my higher-level characters. (Seriously, that mission is absurd.) That meant I started diving into the alignment system, and that means I'm going to spend more time detailing one of the centerpieces of City of Heroes gameplay at the moment: alignment.

  • A Mild-Mannered Reporter: Two sides to the story

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.28.2010

    I'm pretty excited for Going Rogue. Part of that is kind of inevitable -- I write a column about City of Heroes, I've tried to make a clear point that I'm a fan of comics in general, and quite honestly right now I'm in a bit of a video game drought and could use something new. But there's more to it than that, and it goes right back to my love of BioWare and the motivation to do speed runs of Silent Hill 2 just to see all of the various endings available. What I'm getting at here is that I'm a big fan of any game that offers me morality or lets the game shift depending on my choices. So when Going Rogue had its two factions explained, I sat up and took notice, because the morals at play are certainly not black and white. No, they're grey and gray -- if not closer to blue and orange -- and that led to the inspiration for what I believe to be two of my most popular columns. And wouldn't you know it, even with both columns written, there's still more to be said.