Played this, and I remembered a pretty bad example I played recently, Scribblenauts. Really it fails on, a lot of context stuff, but purely on character awareness? Well: some puzzles can be solved by unnecessary violence, resulting in scared NPCs overall, only for that scared NPC to then go,"Take my starite shard, hero!" Tied into that, characters can end up in horrific pain basically because you gave them a harmful version of the item they wanted, and you still get rewarded for it by them. There are times when you wanna yell at the game because it feels like the charaecters in the world don't understand that an item you made is an exact replica of the one they wanted, ETC. I honestly could write my own, possibly kind of long, essay about how Scribblenauts is just, an absolute trainwreck of it understanding what the player can do character and story awareness wise, resulting in a game that REWARDS the player for going against the wholesome message of the game,"Help others in need." I'm kind of surprised it wasn't included in some ways because of how bad it is for this stuff.