Today’s Critical Thought returns to the topic of Morality in Video games. First popularized by Knights of the Old Republic, morality became the “buzz mechanic” of the 00’s. I talked about my problems with it, while trying to find examples of when it actually worked. I had a little extra to say at the end about games that avoided black and white morality.
A lengthy upcoming Perceptive Podcast got on the subject of storytelling in video games. Over the years, we’ve seen games try to pull the player into the world and the story. For the most part, they’ve all failed in one way or another. On our cast, we talked about how people get pulled into stories, and that led to talking about another way to write video game stories.
While I’m finishing up this week’s extra long, extra amazing cast, I have today’s Critical Thought to share. I discussed the problems and challenges of adding player choice and morality into games. There is a spoiler section on Undertale as a head’s up. Let me know if you want to see more Critical Thought updates here on the site.
A few weeks ago, I had an excellent conversation about morality in game design; where we talked about different kinds of choices can impact the player’s decision making. However, no matter what kind of choices the designer implements, they’re still limited to the confines of the game. In turn, this creates an interesting and possibly disturbing debate when a designer decides to push against this limitation.