Abstract
In this article we examine three recent examples of ‘ethically notable games’ (Zagal 2010) and highlight unusual or innovative design features for facilitating moral engagement. Drawing on the work of Miguel Sicart to frame our analysis, our goal is to highlight current trends in ENG (ethically notable games) design and see how commercial games are moving beyond reductive ‘morality meters’ and treating moral choice with greater nuance, resulting ‐ for the most part ‐ in a more morally engaging experience.
Original language | English |
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Pages (from-to) | 271-288 |
Number of pages | 18 |
Journal | Journal of Gaming and Virtual Worlds |
Volume | 11 |
Issue number | 3 |
DOIs | |
Publication status | Published - 1 Oct 2019 |
Keywords
- Darkest Dungeon
- Deus Ex
- Firewatch
- Morality
- Video games
- Virtue ethics