They offer a means to test different decisions with immediate feedback to the player—and that interactivity and ability to conceive of alternative options creates an entirely different experience and hermeneutics than in most forms of art.
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The evolution in complexity of the medium helps reflect complexity of thought, from simple and limited mechanics of defeating enemies to multi-path modern gameplay. Games are testing different ways of representing moral decision-making. Some are better and worse than others.
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In criticism and commentary of video games, I see more and more people who seek "grey morality" and ambiguous choice within their games (https://www.denofgeek.com/games/29837/the-problem-of-morality-in-videogames … helps elaborate on this issue)
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OFC, games also represent the flaws of simulated experience and many gamers are lost in the spectacle and fun of gameplay without absorbing any messages. It's an inherent difficulty in any artistic medium, but video games must also be *fun* and have clear mechanical rules.
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Super Bunnyhop's video on Anti-War War Games is an interesting dive into the subject:https://www.youtube.com/watch?v=-228auScq1g …
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My point isn't that video games replace an education in ethics or real-world experience with these dilemmas. However, games are shaping the way that a generation makes sense of ethics and their interactions with the world, whether for good or ill.
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An example / case study on modeling terrible moral dilemmas: the game DEFCON, which forces the player into a scenario of defending against nuclear powers. It approximates the isolation of those firing the missiles, the rendering of cities into statistics.https://youtu.be/y6neDk_4XBs
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It’s the kind of moral test that I would want to be in video game format, with demonstrably greater emotional effect than just reading about real world nuclear issues. Seems more likely that the military will use games and simulations to facilitate combat than prevent it, though
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