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Games Paper Ambrosio
Games Paper Ambrosio
Games Paper Ambrosio
Louis Ambrosio
Professor Schrier
Ethics in gaming
November 16, 2016
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Abstract
In order to fully demonstrate the issue presented in my paper and limit any confusion, I have
created an abstract that sets the tone for the proceeding argument. There are a few assumptions to
understand in order to get through the paper and understand the dilemmas, these include:
I. The Fallout series was made with hints of satire regarding historical American events and
ideas.
II. The game developers (Bethesda) intentionally placed the satire as a conscious effort to
communicate with the player.
With these ideas in place, I pose the question Is Bethesdas representation of governmental
wartime contracts ethical or is it detrimental misinformation? Knowing that the game consists of
satire of the American government, their representation could have negative or positive effects
for those who attribute it to its real life counterpart. I argue that although Bethesda used extreme
situations and exaggerations in order to make their warnings clear, they acted ethically because
they did not deviate that far from the truth. Using the in-game agency, Vault-Tec, I note
similarities from the real and game world with the acts of contracting brands to generate
weaponry, the covert testing of human subjects, and the use of misleading propaganda. These
actions have all unfolded as a result of the fear and pressure that a large scale war can garner. If
these in game actions were too far from the truth, the Fallout series would be doing a disservice
to the player, as they associate the games events with those in the realm of real life possibility.
The ethical framework of utilitarianism under consequentialism will also serve as the guiding
principle for reviewing decisions throughout the paper. I also believe that Bethesda properly used
their creative resources as a means to show the dangers of governmental authority abuse from a
worst case scenario. They place the player in a position where they are affected by this problem,
and work to solve it just as one would expect to do so in real life. I will also attempt to shed light
on some of the criticisms that may arise surrounding this topic in order to provide an established
argument and see both perspectives.
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Hypothesis
Out of all of the videogames available on the market, there is no doubt that Bethesda
Softworks Fallout series is one of the most expansive and noteworthy. Bethesda has been
known to take role playing games to the next level by creating such a dynamic world that closely
resembles our world in terms of the decisions, factions, lifestyles, and interactions. The Fallout
series brings to light many ethical issues that we face in our own lives, specifically, the dangers
of government contracts, human research, and federal propaganda as a result of authority abuse.
This will be the focus of the paper for reasons of brevity and a more in depth analysis. A
paramount government agency within the game, Vault-Tec, carried out various acts with the
ethical framework of consequentialism in mind. Vault-Tec had the authority to conduct classified
research and contracts for the goal of preparing for the future, which was unfortunately abused.
This provides an excellent commentary on real life wartime actionsboth current and historic. It
draws the ultimate dilemma that it is not ethical for governmentally funded agencies to use
classified contracts, even if the goal may seem beneficial. This brings up the question Was
Bethesdas satirical representation of real life issues ethically justified? The opposing side
would be that they did not produce an ethical satire, they merely used hyperbole to place a
negative undertone on the real life counterparts that the game represents. I have found that
Bethesda has acted ethically through the implementation of this conflict in their game. This
statement will be analyzed from each side by using the various frameworks of consequentialism,
using real life examples in addition to those experienced through gameplay, and through the
Background
Before the satirical connections can be analyzed for ethical review, it is first necessary to
have a background on the subjects. The Fallout series centers around an alternate path of history,
where the tensions after the Cold war became much more than an arms race. The technology
within the Fallout world had a focus on nuclear power and required increasing amounts of fuel to
power and develop. They real split between the Fallout world and ours is that they had chosen
the path of less energy-efficient production while we developed energy advanced tech and
innovated further. The scramble for these depleting fossil fuels and nuclear power created a
challenge for the developed nations, as they all attempted to harness the last of the resources in
2077. Instead of a passing anxiety, all of the nuclear developed countries of the world resorted to
warfare, all firing volleys of nuclear warheads in a short chain reaction that would ultimately put
the world in a post-apocalyptic statethus, we have the setting and dilemma for the Fallout
The world of Fallout has many areas to focus on that resemble our current life, but for the
scope of this study, we are going to focus on the idea of government agencies abusing authority
during wartime efforts. This problem can most easily be tied into the Fallout universe by
exposing the fictional Vault-Tec Corporation. The company exceled in producing advanced
technologies as well as generating innovative designs. Their expertise was military technologies,
as they worked in tandem with the national research done at the Pentagon. They were eventually
contracted by the US Government to design a network of vaults that were to shelter and sustain
life in the event of a nuclear war. This would essentially be the most complex system of fallout
shelters ever commissioned, with a budget of 400 billion (Avellone, 2002). Vault-Tec went on to
eventually abuse their power, using their confidential nature to hide most motives from their
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stakeholders. This proved to be one of the largest shocks to the in-game community, as well as
severely stunt the rebuilding of the post-apocalyptic world in which the game functions. The
actions of the Vault-Tec Corporation resembled those of similar government agencies in the real
world. This might not be fully evident to most, and Bethesda effectively exposed some of these
Framework
Before the specific statements and connections that Bethesda makes through their game
are reviewed, it is beneficial to look at the ethical principles of consequentialism. This will
provide as a guide for both the real world and in-game companies as well as for the developers
actions in including them in their game. Using the tenets of these principles, it will become clear
that the developers were ethical in both the areas of representing real world interactions through
as well as including them within their game altogether. According to Merriam Webster, ethics in
general are rules of behavior based on the ideas about what is morally good and bad (1828).
ethics. The most popular approach within consequentialism is Utilitarianism. This promotes the
idea that a life can be valued by the amount of distress that it avoids. In essence, actions can be
deemed ethical or not by the weighing the net effect of good versus bad that they will produce. It
is assumed that the good would be pleasure and satisfaction, while the bad would be synonymous
with results such as pain and suffering. It is important to make the distinction that happiness and
pleasure are not the materialistic kinds, but the overall concepts of a healthy, rewarding life. This
framework was selected because it tends to apply to large numbers of people, such as a society or
community as a whole, rather than the individual. Governmentally funded agencies and their
satirical counterpart, Vault-Tec, engage in actions that affect large scales of the population for
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framework, as it acknowledges that every action is likely to produce both good and bad effects.
The choice that produces the greatest amount of good, or similarly the least amount of bad, will
Next, three specific issues involving government contracts agencies abusing their
authority in Fallout will be demonstrated. They will all be connected to real life events of the
same nature, and then proven to be unethical through utilitarianism. By doing so, Bethesda will
be proven to be acting ethically as they decide expose these in their game in a negative light.
use of resources and provide necessary equipment in case of a dire situation. To say that this
does not occur in real life would be illogical, as we see government contacts created with service
providers and large hardware companies, especially in times of need. Through the satirical
foundation of Fallout, Bethesda had Vault-Tec partner with robotics manufacturer, RobCo
Industries. Within the lore of Fallout, this partnership became the most successful venture in the
history of the United States as far as profit was concerned. RobCo was originally a household
name, producing products such as Pip-Boys, computer terminals, and Mr. Handys. All of these
products worked to improve the living conditions of daily life through robotics, and upon the
merger with Vault-Tec, the focus seemed to shift. New products were drafted, such as Eyebots
that spewed biased propaganda, Sentry Bots and Assaultrons for lethal defense and surveillance,
and other weapons of destruction. To make matters worse, in the wasteland, there are not many
more humans to oversee and maintain these robots, so they are free to kill as they were
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programed to. This makes matters worse, as it stalls the reparations from the war (Bethesda
Softworks, 2016).
This contractual endeavor is eerily similar to the actions of worldwide companies within
the real world. Companies such as Boeing, and Northrop Grumman could be looked at under the
same scrutiny of Robco. Was this design choice a misrepresentation of the actions starting with
the US government, or was it a realistic commentary on actual events? Data from the Stockholm
International Peace Research Institute shows that these companies and others alike have
benefitted tremendously from United States military expenditures. Specifically, Boeing is the top
producer and manufacturer of commercial airplanes. They have generated 31.8 billion in arms
sales under government contracts for missiles, planes and other electronics. Northrop
Grummans historical wartime sales contributed to over 80% of their 26.4 billion in total sales
(Wiegley, 2013). There is no doubt that the business of war has been a profitable for Robco and
Both of the real world and Fallout world companies breached their morals and principles
in order to ultimately help their country and generate more profit. Through utilitarianism, it is not
ethical to promote such a degree of profit through the idea of war. Although it may seem that
these companies are defending their homeland, many are offshore and working in their own best
interest as their wartime production units were never fully used. The ability of the government to
offer businesses a greater amount of profit than they will ever see in exchange of their services
and technologies does not do more good than bad. Companies can easily be faced with the
choice to promote conflict in order to generate revenue, especially when they are granted the
ability to do so by a governing body. Next, Bethesdas decision to include this satire on modern
issues was in fact ethical. From utilitarian views, they used their game to bring these issues to the
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mind of the engaged player. By connecting the in game companies with those of our history
provide a commentary to those who play the game. Furthermore, the fact that the games story
places these in a negative light and has the player attempt to overthrow them shows that
Bethesda encourages the disbanding of these practices. Those who play the game will see the
negatives in the low-risk game environment. The dissatisfaction that they feel from playing the
game will be counteracted by the greater amount of good that they promote by using it as satire.
It brings the issue under scrutiny and has the players make the conscious connections to their real
worlds.
The next case for discussion is the government funded human research that Vault-Tec is
known for conducting. In short, the vaults that were created for refuge were twisted by Vault-Tec
into research experiments for the benefit of a few selected elites. The company would use the
humans within their shelter vaults as test subjects for the dangers of radiation, social interactions,
and for any other scientific hypothesis. It is one thing to conduct inhumane research on willing
participants, but to mask the vaults as equitable safe shelters for all and then conduct covert
experiments is certainly anti-utilitarianism. At first it may seem that the vault dwellers are being
sacrificed for the greater good, but in the lore, it is essentially only for a small group of elites
who are secretly conducting the experiments and hiding the information. In fact, as a result of the
vaults, society has regressed and created many sheltered, mentally ill, and mutated individuals
(Bethesda Softworks, 2016). See exhibit A for a brief list of the hidden experiments of some of
the vaults.
Identical to the issues within Fallout, the Pentagon in real life has also been known act in
a similar fashion. Harsh studies have been conducted without consent of the test subjects
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throughout history, and to be even more congruent with the thesis, they have been on the effects
of radiation. In 1949, iodine and xenon were released in Washington to contaminate three towns
and report the results. This was known as Operation Green Run. In the 1960s the US
Department of Defense conducted studies where they administered radiation to poor minority
cancer patients without telling them what was being done. Patients were told that they were
receiving a treatment where they were really being tested for the effects of lethal doses of
radiation. In this study, patients names were strategically misrepresented in order to limit any
litigation if the results were published. In 1963, 232 prisoners were unwillingly exposed to
radiation in their reproductive organs, resulting in at least four significant birth defects and
scrutiny of the project. (LeBaron, 1998) Using people for study without their permission
produces more evil than good, as many of the results are not used, resulting in nothing but
These similarities are exactly what the satire within Fallout hones in on, as Bethesda
shows to an extreme degree how these events have negative repercussions. Once again, they use
their game ethically in the sense that they advocate against this behavior, as it causes many
deaths and mutations that the main character (who is also always a part of one of the
experiments) has to deal with. Using their resources to create a game that warns players of the
potential outcomes of these practices is ethical. They are able to draw out the situation in a
hypothetical environment through their game, providing an excellent warning and utilitarian
The propaganda that Vault-Tec uses in order to trick potential subjects into entering
vaults and following others agendas relates to similar real world uses. Vault-Tec made the
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vaults seem as if they were the only way to survive, and that they were the way of the future. It
used the appeal of pathos to engrain the idea that signing up for the vaults are the best way to
provide for your family and ensure their survival. Vault-Tec also created other propaganda such
as bobble heads, museums, lunchboxes, apparel, and handbooks all with the same goal (Bethesda
Softworks, 2016).
This coincides with the real world principles of ethics within social marketing. There is
an inherent responsibility to use marketing tools in order to better promote society as well as the
communicated goals of the company providing them. Alan Andreasen states, there are
consequences, both intended and unintended, that affect audienceskey issues include benefits,
relative benefits, and harm that may result from the act (2001). This basically means that if the
desired consequences of marketing efforts are achieved, and they produce more good than bad,
then there is no reason to discredit their ethical nature. He also illuminates the point that it should
At first this seems like the lies involved with the propaganda could be utilitarian if they
promote an overall greater good. In this case, they are not benefiting anyone besides the elite few
that have control over the vaults and their experiments. All that results is a mass misinformation
for all that are involved, as well as using rhetoric and advertising to push unethical tasks. The
company even mislead their own employees with the exception of the executive suite, further
proving that this is not in line with utilitarianism. Again, Bethesda touching on this ongoing issue
and showing the extreme end of the spectrum provides as an example of what can happen when
Criticisms
Of course there are some criticisms that come with promoting utilitarianism. One
includes the ideas that most arguments rely on absolutely knowing the results of an action when
you cannot predict them. There is also the chance that a negative action might have an intended
positive results and proved to be ethical under this framework. Since neither of these problems
exist in Bethesdas representation of the US government, they do not discredit any claims
previously mentioned; however, they are still important to note. A more relevant criticism is that
utilitarianism focuses too much on a collective body then needs of an individual. This is
specifically touched upon through the Fallout games, as everyone you encounter has been
negatively affected in some way by one of these plans for a greater society. It seems as if the
hopes and dreams of the individual have all been suppressed in order to make way for a better
There may also be criticisms within the assumptions that this paper was built on. Some
may argue that the Fallout series is not in fact a commentary on todays society. It is easy to
respectfully refute this claim by making connections between the identical systems of
government, settings, and the real life characters and the items within the game. There are
countless in game features that cross paths with real life issues. The largest being the idea that
the games universe is an exact copy of our modern world, only to split paths during the 1950s.
After all, the overarching theme of the universe is that War never changes, which implies that
just because it is in a videogame realm, it does not mean it is any different fundamentally than it
Final Words
Through the creation of Fallout, Bethesda Softworks has been able to achieve additional
goals than what are first assumed. Not only do they generate revenue for their stakeholders, but
they provide a pleasurable gaming experience for all fans and players. One of the overlooked
goals of Bethesda would be their conscious choices to include social commentary within their
game in order to promote change and increase awareness. The developers use their power and
capabilities to create a game world where the issues in our modern world go awry and are drawn
out to their extremes. Specifically, the endeavors of the Vault-Tec Corporation are satirical
representations of the tendency of government agencies to abuse their power in history. The
game developers make this decision to comment on this parallel, and through the framework of
utilitarianism, they have done so ethically. None of their assumptions are too far off of reality,
and it can be seen how these extremes are predictable in our real life. If Bethesda had done this
distastefully, and created hyperbolic exaggerations, they might have not acted ethically by
distributing these ideas through mass media. Thus, Bethesdas focus on these issues will make
the player more aware of them within their daily lives and decrease the probability of similar
events occurring. Considering they do this with minimal negative effects, through a recreational
device, and by using ideas that exist in real life, they have acted ethically. As a result, more
people are aware of the dangers of government agencies if they are used against utilitarian
principles.
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Exhibits
A.
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Works Cited
Anderson, A. R. (2001). Effects in Social Marketing. Retrieved from Google Scholar:
https://books.google.com/books?id=WeFKuorUjx4C&dq=government+agencies+ethics
&lr=&source=gbs_navlinks_s
Avellone, C. (2002, March 8). Fallout Bible 0. Retrieved from Fallut Wiki:
http://fallout.wikia.com/wiki/Fallout_Bible_0
Bonde, S. (2013, May). A Framework for Making Ethical Decisions. Retrieved from Brown
University Science and Technology Studies: https://www.brown.edu/academics/science-
and-technology-studies/framework-making-ethical-decisions
Softworks, Bethesda. (2016, November 12). Fallout 4. Rockville, Maryland, United States.
Wiegley, S. (2013, March 10). Companies Profiting the Most from War. Retrieved from USA
Today: http://www.usatoday.com/story/money/business/2013/03/10/10-companies-
profiting-most-from-war/1970997/
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