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jdw64today at 7:39 AM2 repliesview on HN

I can agree with the other examples, but including Dark Souls feels like a stretch. In Dark Souls, the primary currency for progression—'souls'—is fundamentally earned by killing enemies. No matter how tragic a monster's lore might be, the moment it drops the exact resource the player needs to level up, can we really call that a genuine moral dilemma? I agree with applying this to Undertale, but using Dark Souls severely dilutes your argument. If Dark Souls counts, then countless text-heavy JRPGs with sad villain backstories would also fit the bill. Ultimately, for a true moral dilemma to exist in game design, there has to be a scenario where the player doesn't strictly need to kill mechanically, yet they are forced to confront the choice of doing so


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kibwentoday at 1:02 PM

> the moment it drops the exact resource the player needs to level up, can we really call that a genuine moral dilemma?

New players to Dark Souls assume that they need to kill every monster in their way to proceed. But the design of the game itself, with its repeated corpse runs to boss arenas where they get splatted over and over again, eventually teaches the player that running past enemies where possible is actually an expected way to play. Furthermore, leveling up is not required to beat the game, nor is killing enemies the only way to acquire souls. And there are plenty of opportunities for the player to choose whether or not to kill entirely peaceful NPCs, most notably Priscilla, who is posed like a boss while standing in what looks like a boss arena in a place where you fully expected to find a boss to fight, and yet she begs you to leave peacefully and does not bar your exit. It's not as clear-cut as Shadow of the Colossus (in particular it's not actually clear what the ethics of killing hollows is, given that they're cursed to repeatedly rise in undeath for all eternity), but the core theme of the game is futility.

probably_wrongtoday at 10:20 AM

I vouched for your comment because, while (IMO) dead wrong, I didn't think it was "this should be flagged" wrong.

The article uses the word "dilemma" exactly once in the introduction, mostly because that's not really what the article is about. Instead it's a reflection of the melancholy of playing a game where, justified as your actions may be, the entire act of killing is surrounded in sadness.

In Dark Souls specifically (mild spoilers) your character is fighting to prevent essentially the end of a world that's falling into decay. Yes, you kill enemies, but the enemies themselves are corrupted creatures who went mad and you only kill them to prevent the corruption to spread even more. Your end may be justified, but that doesn't mean you can't be sad about having to kill them to begin with.

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