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(-1)

That is an excellent point.  I think this came out of the limitations of the early days of game design.  Not that Dragon Age could not have included more player choice, but consider something like Space Invaders.  You were given a simple role - to shoot down invading aliens - with no in-game option to do anything else.  This approach led to people, players and devs included, to assume the player did not really need to question what they were doing.  

It took an additional effort and thought to create an environment where the player could choose a different approach.  Imagine a game like Space Invaders where you could attempt to negotiate with the aliens :)  It's a lot of extra code to allow for something like that.  I just love that some developers were thinking that far ahead and making that extra effort...

(+1)

I'll just mention the game Traitor, by Jonas Kyratzes, which I've recently replayed.

It is an example of a game that has no choice whatsoever, but is still a moral take on an otherwise simple and generic shmup.

So morality can play a role even without choice - but, of course, games are interactive and the possibility of choice is one of the thing that only games can do as a medium, so it's a more important avenue to explore, imo.

(-1)

I agree there. I think most games actually present you with an implied moral imperative.  Like the space invaders example, they just don't give you any option.  Doom is also a good example.  Of course you have to stop the demons from invading earth at all costs, right?  It's even invoking religious themes.