Thursday 27 September, 2018
Having finished this game, as well as having had the lecture on utilitarianism, I am still perplexed by the question of how justifiable one's projections or aspirations for future consequences are for their actions. Specifically, in terms of the game, centering around the idea of protests and aligning oneself with a cause. The narrative of the game, and its subject matter, is rife with the interplay and juxtaposition of various political and social ideals. Through the course of the game I was presented with people and perspectives of communists, religious devotees, capitalism, and nationalists. Each believing that the consequences of their ideals provides the best way forward for their country, or even humanity. Really the only reason a subset of these are united in this circumstance is the mutual rejection of the current rule over the country.
In such a situation, where there is clear need or indeed even inevitability for a current government to be unseated, how does or can one ethically align themselves with a political or social idea to replace it? The utilitarian perspective instantly gets thrown into generalities as everyone in your country, or even the world, would be affected by such a change, and wrangling the calculus of that utility would quickly become ungainly. The Kantian approach on the other hand requires a maxim with which to posit as a universal law, this borders on tautological when speaking about political and social causes. Trying to deduce the strengths and pitfalls of these causes and their maxims would likewise result in amorphous outcomes. Though I think maybe I am having a trouble of scale, or nesting the ideas of political and social causes with moral frameworks in a nonsensical manner. Political and social ideals are in many ways posited moral frameworks of their own, so trying to evaluate them using another framework would only cause circular thinking. I guess my assumption was that the game had asked me to take a particular affiliation, which I don't think is actually the case. Rather it purposefully kept Reza as an outsider so that I could judge the scenarios from a "purely" moral standpoint.
It doesn't seem like a particularly revolutionary idea, it is common in stories to bring an unencumbered outsider to a developed and complicated situation. This is usually a device that creators use to slowly introduce the audience to the scenario, they learn as the character learns, and Revolution 1979 makes use of Reza in a similar way. But I feel this device is more pertinent given the subject matter and the fact it is an interactive experience. As mentioned, the game and time period is characterized by a complicated clashing of cultures, causes, and belief systems. Reza is invested by his identity as an Iranian, but has been gone a long period such that he is at first unconnected to the current situation. He has no prior affiliation with any of the causes or ideals save for that he does have and care for a family, one in which each member aligns with a separate cause. In this way, Reza, and by extension the player, are able to divorce themselves from making decisions by affiliation, and instead take each scenario at its base moral level. The game does not consistently ask whether communism, nationalism, or religion is correct or moral. Instead asks "do you forfeit the safety of your family for your own?", "are you blameless in the consequences of your published photos, whether or not you intended them to be published?", and "can violence be justified"? In this way, the game provides an independent, generalized perspective, one that can be colored by a lens like utilitarianism, kantism, communism, or any other, but can also shirk the necessity to do so. One can push the rhetoric to the background if they so choose and evaluate on a more "pure" ethical perspective, or one of their choosing. Therein is where I believe the majority of the game's power comes from.
All this being said. I wish the game were more polished in its technology and presentation, because I have a strong sense of its message and worth, but it is clouded and obstructed by jarring interactions.
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