I'm not quite sure where to start, here, so I guess I'll go chronologically through the rather vast leadup to my post, which is inspired by the
Escapist article
Are You Evil. Many of you probably already know everything I'm going to go through on the leadup, but some of you don't, so here goes:
First, the
Milgram Experiment. Milgram tested people's willingness to shock another supposed volunteer (faked by an actor) to death based on simple urging by an authority figure. His results were, well, shocking: nearly 2/3rds of the subjects administered every single zap.
Now, despite the fact that nobody was really hurt beyond the stress of the situation, more modern ethical restraints prevent such studies from being carried out. Some researchers instead did the experiment virtually (
link). This was especially different in that the subjects
know the whole situation is faked; they're told so, they're sitting in a VR rig, and the "people" they're interacting with are pixellated, and so on. And despite all that, the results are quite comparable.
So, that brings me to Bioshock. In Bioshock, the player is repeatedly presented with a choice of what to do with "Little Sisters". Little Sisters look and act like little girls, at least to the extent allowed by the simulation (it's not particularly convincing, actually), with minor differences (most notably glowing eyes). You don't really have all the information about them at the start of the game, but you eventually find out that they really are children who've been implanted with some weird stuff, mentally conditioned (brainwashed, really) and sent about the grim task of harvesting bodies for genetic material.
They carry something called "Adam" which buys the powers you can get in-game. You get 160 Adam if you "harvest" (i.e. kill) one. You get just 80 Adam if you save them, returning them to being little girls instead of little genetic factories (their eyes even stop glowing), although most of this difference is actually made up by getting a 200 Adam gift for every three you rescue (plus a few other goodies).
Whuf. Okay. That's the background.
Now, my question is, what does a player's choices in Bioshock say about them as people? If the Milgram and VR studies are accurate, possibly quite a bit; if it's true that people react about the same to VR entities as to real entities, then you should be able to conclude that someone who saves the little girls in Bioshock would do the same in RL (real life), and, more disturbingly, vice-versa. My friend Patrick saved the first one (when another character had just basically screamed at him to not kill her) but, once acquainted with the difficulty of defeating their "Big Daddy" protectors, harvested the rest. Peer pressure, eh?
Or maybe I just want to think it says something about me that I couldn't possibly harm one of them, even just to see the other ending. :P I had a similar experience in Knights of the Old Republic: I wanted to play with a darkside character and all their cool powers, but I couldn't bring myself to be
enough of a jackass to make it work well.