That is: the “hidden” moral divergence tree, wherein players are not confronted openly regarding choices that will affect the outcome of the in-game narrative. In this special Halloween post, we’ll discuss a lesser-used method of manipulating narrative structures to influence player ethical behavior-but nevertheless one that we think has yet to be exercised to its full potential. ![]() In our previous blog post, we outlined the differences between the open and closed ethical designs postulated by video game expert Miguel Sicart and the apparent moral divergence trees in games with strong narrative frames. This is the eighth in a series of guest posts by Hali Sofala and Eric Jones on the connections between gaming (video and otherwise) and the literary.
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