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MORALITY: WHAT DO YOU DO TO DESIGN AROUND IT WHEN DESIGNING FOR IT?

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To avoid flamewars, just post the actual design work around without the context of which morality it is you are trying to design for except if it's vague and general like good and evil, lawful neutral or things to promote certain actions.

Hopefully everyone knows that the world tends to design around morality for obvious and non-obvious reasons.

Lots of people intentionally censor details when telling something to kids.

Ad industries are based around concepts like sex sells because sex appeal or arousal need less thought to bypass and do not really require core themes like naked and half-naked bodies unlike more controversial themes like Christianity where the closest anyone has come to a unified stock strategy is to create cross-like structures that don't imply crosses or utilize Messianic stories related to myths without directly implying which specific concept they are getting reference from as to not alienate any group.

The problem with these strategies of course is that they are designed to make the moral lesson "hollow".

If you are designing a concept of underdog David vs. Goliath themed stories for example, you're often designing for the size issue because that's what helps make people forget about the specific religious story.

The good side is now you have an appealing story that has relied on what worked for ages and the bad side is that the morality is washed away. Of course this isn't a problem for those who are designing for making a game appealing and fun, very problematic though if you are designing for a game that sends a certain message of morality.

This is why even sandbox games (w/ dual/triple alignment paths) often favor the good guy story and bad guy stories are even closer to anti-hero stories especially when you add the amounts of genocide level deaths just from killing mooks.

To reduce repetition, here are some of the concepts I've seen:

-It's all a dream but we won't tell you (get your PC to do something crazy that gets them in jail but then apply Mary Sue-ish plot structure that make sense but aren't highly plausible to get them to a journey of mental dysfunction discovery)

-Luke, you are my father;poor version: I'm your sister Luke (making the familial origins a revelation so that people disassociate from the whole bastard father thing)

-Everyone is doing it (drugs = buff items)

-It's an invasion (Invaders = bad)

-Implied horrible past in the form of fear of boss abuse (The ole' he did things to me line comes to mind)

...as you can see though, most of these are weak in that yes you are designing for the morality of the game but mostly you're not making the player feel the morality. You're just tugging them along and maybe once or twice, make them know it and address it but not react to it.

It doesn't compare to the emotions that are brought out by legit hated games such as:

-Rape games being considered sick and promoting rape rather than just fantasy

-A Lee Harvey Oswald simulator making people who love general FPS stating even this is too much even though it's just a generic sniper rival simulation

-People thinking GTA promotes violence

I think what's worse is that it's too easy to be lazy because that's what gets you praised.

For example, CNN can convince some people (especially in the past) of not being as biased by Fox because they play to the biases of the liberals rather than the Republicans while also playing up to some rivalry alternative to Fox.

Recently, there are some people who are starting to wise up to HuffPo too: (especially relevant considering HuffPo is supposed to be new media and is part of a label that includes such different services like Reddit, Twitter, etc.)

http://www.reddit.com/r/PoliticalDiscussion/comments/palsc/huffington_post_is_just_as_sensationalist_and/

Sometimes there are party that even delude themselves, take this comment where someone is so fed up by his own self-serving party that he said the party line should be:

Debunk the bullshit, even if it's on our side.

Source: http://www.reddit.com/r/Anarcho_Capitalism/comments/paszu/i_remembered_this_documentary_from_internetville/

As game designers the pressure is even higher. Imagine a Marxist who wants to promote Marxist ideals, the temptation to create a perfect suited world is tempting especially with the limitations of game engines.

I'm not even highlighting these things because I'm pro- or anti- something. If you are pro-Marxism for example, by diluting your world into something that fits that ideology, the morality of that ideology has less value thanks to a blander world.

The destruction does not only apply to major ideological labels. Most people don't think currency is related to morality and yet in reality, central banking is the number one concept that creates the space for corrupt politicians to enter and monopolize the government.

Many game designs (of which rpgs are very guilty of) don't even sniff this and have a fairy tale like story of greed even the ones considered deeper and more intellectual. It's not even that the concept needs heavy complexity. The Mcdonald's flash game for example showed how it can be simply done and yet it's often delegated to parody where as Metal Gear Solid is considered deep and of a much higher grade than the Mcdonald's flash game.

This concept just time and time again holds back the potential for game design because the odds are simply in favor of the fantasy and when someone dares to do it poorly, there's little room for experimentation due to fan hate and how often times most developers who even bother with this are personally biased and even the most open minded ones will give up at the slight hint of complexity thanks to a certain form of ideology. Like because the free market is based on economics as much as politics, you rarely get attempts at rpgs that have a free market concept especially ones that show rather than tell that the rpg is centered around said concept. As a result, the traction of game design in terms of currency have become something closer to simple currency vs. advanced currency instead of currency structure and no matter how great or informed a coder is in currency structure, with zero design for the morality of currency, most currency systems end up being a gimmick such as supply and demand +/- buy and sell systems.

Take for example a simple idea. An event triggers when a PC maximizes his money. I.E. people react that your guy is richer than the kings. Basic free market competition related plot that can lead to exciting and unique battles that don't have to be boring, educational or bash your head "free market rocks!" stuff but it never reaches that even for people who do the scripts to design for morality because the pay-off is so little and people don't actually design for morality because they think they cannot get away with it or they stop their creativity because they think too much in terms of teaching tool/propaganda game.

That's the puzzle I think. Yes, the design work around is important but I think the sum of the answers is just to create a collection of opinions to enable bigger opportunities for designers to explore rather than worry about finding a way to implement the sets you game designers or game theorists would share and have already found out.
Look, bro, you're smashing like 15 concepts in one without any clear direction, but I think I got the gist of what you are trying to say: how are you handling the moral motivations in your story.

Well, I'm not. I am not handling them; the morality needs to show by itself, brought to the microscope by the actions of the characters. I don't intentionally want to tell the world with my game "Did you see how the Main Character reacted to that plot device? Did you? THAT'S how you're supposed to react, doing good/bad!". I want to present situations where each character reacts base on his/her own motivations, perhaps presenting to the audience a moral dilemma where they would say "Oh man, this guy is evil. I would never do that", or "This guy is such a good guy it pains me; screw that, I would have banged the drunken chick", because, hey it is based on the all-encompassing gray zone that is the world. Note how I'm not saying the world "lately".

Gray zone, you say? Yes. Nobody is good or bad; there is no black or white. I remember an episode of Community (Yes, I get my moral lessons from there), where there was a debate competition; the main lead and the female lead vs two other guys, one of them in a wheelchair. The guy in the wheelchair argues that man is inherently good, while the main team counters with a man is evil argument. The guy in the wheelchair is losing, so in the end he conceives an off the books strategy, and rips his notes apart, while driving his wheelchair (automatic) to the main lead, only to break violently at the last moment, so his body is catapulted. The main lead catches him, and the invalid guy says "He saw a disabled man falling, he caught me. Man is good". The crowd roars and applauds. The female lead, seeing the contest slipping away from their hands, goes to the main lead, while he's still holding the disabled guy and kisses him. The main lead drops the other guy to better... eh, make out; she then, separates and says "I kissed him, he was horny, so he dropped the guy; MAN. IS. EVIL."

So, which one is right, which one is wrong? Well, both. How many times you go down the street and cross it only when you're supposed to, don't litter, don't spray paint anything? And how many times you laugh when the old lady trips and falls spilling the contents of the grocery shop bag? Or pass by the homeless guy asking for a dollar?

It is all in us. We have the potential to do good, we have the potential to do evil. Always. Even Jesus, and I don't want to start any polemic about this, but: didn't the son of God became so engulfed in wrath when he saw the merchants outside the temple of God that he flipped and started trashing shit out?
Yeh, I know what you're saying: "Oh, but being in anger is not bad". Well, buddy boy, let me tell you that the current accepted list of Cardinal Sins features Wrath as its first.

It is far more interesting to portrait moral ambiguous characters than to show do'gooders in search of crystals.

IMHO.
If you want to demonstrate someone is smashing 15 concepts without any clear direction, the worst thing to do is prove that by following the gists of those 15 concepts (I don't know which ones they are since you didn't list them) it eliminates replies such as yours where as if the thread is titled:

"how are you handling the moral motivations in your story." - your answer belongs

By basically making you admit:

"Well, I'm not." - you pretty clearly show why I was right to phrase the thread in such a way. (There's also only one concept. Maybe two. See the thread title.)

You obviously put some thought into your reply and I respect that. Unfortunately this stance you hold just doesn't fit in with the thread at all.

If you want a discussion/debate about whether morality should show by itself or not...you can make a different thread. It just doesn't fit in this thread because it's about designing for morality and not just handling moral motivations.

P.S. Awesome reference to Community. I just saw that episode for the first time today (and I haven't watched Community before because the ad was kind of annoying). They were having some mini-3-4 episode marathon of it and I just happen to caught that specific scene even though I haven't watched the entire episode. Completely sold me on watching the next couple of episodes that ended with the Christmas episode (...or was it the escort episode??? Can't remember but that was still the best scene even after all those follow up episodes)
OK, I guess I didn't understand your whole thread. I guess people can skip over my post.

PS: I wasn't trying to prove you created a mashup of 15 concepts; I don't think there are 15, actually. But I think you were jumping all over the place, relating Christianity, Marxism, Violence, Partisanship, Sex depiction, Free Market and Economics under 1 blanket concept. Hard to approach.
No I wasn't for relating those concepts specifically for if I did, I would be breaking this rule:

To avoid flamewars, just post the actual design work around without the context of which morality it is you are trying to design for except if it's vague and general like good and evil, lawful neutral or things to promote certain actions.

You are right that it is 1 concept but they fall as examples, not subjects under.

Christianity is an example of a controversial issue you can't work much around unlike sex.

Marxism is an example of attempts for a certain type of morality but designed around an ideal world. See movies such as Charlie Wilson's War and the controversial depictions behind that film. (Though it isn't about Marxism but I was trying to keep things from sounding pro- anti- a label)

Violence...not enough details here to know what it is you're talking about.

Partisanship...was an example of what behavioural economist Dan Ariely showed in his TedTalk about how the trick to looking better is to bring an ugly twin as a wingman to a bar. The 2 Party is one example of that but it's more related if it's MSM simply because the idea is an example of indirect mystification of morality as opposed to any specific party as to avoid alienating anyone and also because MSM claims to be unbiased where as voters in a partisan voting system accept rather than seek for impartiality in their candidates and even love it if said representatives would play dirty and not design around things and just clearly sling mud at the other side.

Sex depiction...um...no. Rape depiction maybe but not quite that either. Hate for 3d rape simulator games is more apt. The distinction is especially important because as someone once said, it's very hard to show what's offensive about a sex game when you need to show your audience visual novel like screens on TV that require click, click, click. It's easier to prey on stuff like Rapelay and the Hot Coffee mod and that is why such game designs can much easier attractions for raising and generating emotional hate.

Free Market...this is to show that morality can be something that can deceptively not appear to be related to morality.

Economics...again, this is to highlight the cheaper path currency has been designed even in games that claim to have more advanced currency systems.

All this revolve around making the concept of morality as well as what it means to design for and around it clearer and the implications of addressing such topics. Saying they are being blanketed is like saying game design is blanketing games. Uh... no. Game design is part and around games. They don't make games underneath them or vice versa unless maybe you're raising some form of prototype demo to show proof of concepts.
I try to present characters that are in the grey areas. They're 'good' people who have to make hard choices and sometimes what looks like a good choice ends up being the bad one.

Morality... well personally I feel people have gone a bit too far with censorship in some areas. If a game is set in a time period where there was racism abundant and your character deals with that by pretending it doesn't exist, then that's a problem. It's not a realistic portrayal of character.

People have the capacity to do both good and evil in great abundance, contrary to what they did the day before. To quote an awesome game: "But just as some things can be right and useless at the same time, can't something be wrong...and priceless?"

That is how I want to/try to portray Morality in my games, when the issue is raised at all.

(I may be totally missing the mark here but it's 4am and I'm tired.)
slash
APATHY IS FOR COWARDS
4158
The Binding of Isaac is a good example of a game with a story directly tied to Christian subject matter, including morals and values (like Abraham being willing to kill his own son to please God). It doesn't speak outright against religion, but it doesn't sugarcoat anything, and I think it handles it well - although I'm sure tons of people have been offended by it as well.

Concerning capitalism and economics... one of my first major RPG Maker projects was about free market and economics - the final villain was a rival of yours that you had driven out of business by releasing a better product, and with that he had given up on life and sworn revenge. There was quite a bit of moral ambiguity, and frankly even the hero came off as kind of a dick at points.

Wish I had finished it... I think I'll revisit the story someday soon, especially now that I've recognized the idea of "scope".


EDIT: When you're young, sometimes those things are too big and weird for you to understand, so a game that approaches a more serious topic might seem "bad". But the best games usually don't shy away from these sorts of topics, and embracing them can be very interesting. Take a look at Final Fantasy 7... you spend half the game as an eco-terrorist, blowing up reactors and killing workers in the name of environmentalism, fighting against money-hungry tyrants.

That was the first game I remember that addressed such a down-to-earth issue... it was so fascinating.
author=Liberty
I try to present characters that are in the grey areas. They're 'good' people who have to make hard choices and sometimes what looks like a good choice ends up being the bad one.

Morality... well personally I feel people have gone a bit too far with censorship in some areas. If a game is set in a time period where there was racism abundant and your character deals with that by pretending it doesn't exist, then that's a problem. It's not a realistic portrayal of character.

People have the capacity to do both good and evil in great abundance, contrary to what they did the day before. To quote an awesome game: "But just as some things can be right and useless at the same time, can't something be wrong...and priceless?"

That is how I want to/try to portray Morality in my games, when the issue is raised at all.

(I may be totally missing the mark here but it's 4am and I'm tired.)

So what's your overall intent when you design such characters?

That is to say, do you do these because you want people to realize that good people can do evil or do you do these because it's a cool choice or do you do these because you want to show the depths a person can unnecessarily sink into unconsciously?

I ask this because your premise is nearly the same as Large but certain sentence structures you make hint that maybe you are designing a game where you clearly want people to feel a certain moral dilemma but then you mentioned grey areas and starting off with 'good' people which are contradictory when it comes to designing for moral games as then you are sending the message to the players to handle a choice rather than live and breathe in through the horror once the realization sinks in.

A more specific example of this may be found in your latter point about racism. Games like the NWN mod for Revolution who's designed for morality (actually cultural education) gives players multiple characters from different races and gender to as to show the morality of those times. Where as games that simply make racist characters actually racist without censoring them simply asks the players to handle the racist in the appropriate manner they feel like (assuming there's actually a choice to do so)

The difference in structures means you also do different things to work around them. You could easily design around creating controversy with the racist character by simply creating dialogue that expresses a path where your PC can be disgusted. It won't shed any insight to the player but it would be easier to work around as you don't have a moral agenda that you want them to think about on.

...and the word designing for morality does imply that you are raising such an issue. There's no portrayal. You want your players to live through and feel through the moral message of your game. Feel it deep to their core whether they like to or not. Fill it in such a manner that they may downright have to live with the responsibility with interacting with such moralities.

For example, in Excrutio Eternum, the game isn't designed for morality although it portrays morality. However there is one puzzle where an npc literally asks you (with the boy in front of you) that he has put a key you need to pass into the boy's stomach. The boy is an assassin so he has been trained to die. In order to get the key, you have to kill him. There's a non-violent solution because that's an option the designer wants you to make but if you chose to hint at killing the boy, then you have to kill the boy. Even with an evil option, the designer clearly intended for the player to feel bad about taking the heartless option.
author=slashphoenix
The Binding of Isaac is a good example of a game with a story directly tied to Christian subject matter, including morals and values (like Abraham being willing to kill his own son to please God). It doesn't speak outright against religion, but it doesn't sugarcoat anything, and I think it handles it well - although I'm sure tons of people have been offended by it as well.

Concerning capitalism and economics... one of my first major RPG Maker projects was about free market and economics - the final villain was a rival of yours that you had driven out of business by releasing a better product, and with that he had given up on life and sworn revenge. There was quite a bit of moral ambiguity, and frankly even the hero came off as kind of a dick at points.

Wish I had finished it... I think I'll revisit the story someday soon, especially now that I've recognized the idea of "scope".


EDIT: When you're young, sometimes those things are too big and weird for you to understand, so a game that approaches a more serious topic might seem "bad". But the best games usually don't shy away from these sorts of topics, and embracing them can be very interesting. Take a look at Final Fantasy 7... you spend half the game as an eco-terrorist, blowing up reactors and killing workers in the name of environmentalism, fighting against money-hungry tyrants.

That was the first game I remember that addressed such a down-to-earth issue... it was so fascinating.


I haven't played The Binding of Isaac but that's an example where it sounds like it was well designed for morality but it was only mediocre in designing around it. I get the sense that if it were more mainstream or caught the right radar, you'd have tons of controversy. I don't mean to imply that it should change anything. Just that this is an example for why it's important to not only discuss but be more specific about this.

The title alone means that even if it were not trying to speak outright against religion, the hint is strongly there.

Could you expand more on what you meant by now you have a better idea of "scope"?

I get the point about youth but truth be told, FF7 is a poor example. You're implied as a terrorist but you never really get to experience it face first. There were even non-terrorist reasons for why the PC fell into that group. It's not like he chose to. Even the reactors, it was all in metaphors. Good if you are looking for meanings but horrible as far as reaching out to the average player. Even the money hungry tyrants were the typical movie big bads as opposed to fleshed out characters.
I don't... understand the intention if this topic, though... can you explain it to me in simple words? I mean, you want us to tell you that we create games to leave a moral example or lesson? Or... what?
slash
APATHY IS FOR COWARDS
4158
Could you expand more on what you meant by now you have a better idea of "scope"?

I mean that I personally have become a better judge of what I can accomplish as a designer, programmer and artist, and how much time it takes to accomplish those things. I don't bite off *much* more than I can chew.

And no, Binding of Isaac didn't try and tiptoe around any bounds, and that's why I appreciate it. If you want to make a game concerning religion or another taboo subject, it will feel more realistic if the developer isn't beating around the bush.

FF7 didn't do a great job of making you feel bad for being a terrorist, but it did a good job of saying "hey, this corporation is truly greedy and corrupt, and that's bad", which hits home a lot closer than "I'm an evil space king on the moon".
author=Snodgrass
author=Liberty
I try to present characters that are in the grey areas. They're 'good' people who have to make hard choices and sometimes what looks like a good choice ends up being the bad one.

Morality... well personally I feel people have gone a bit too far with censorship in some areas. If a game is set in a time period where there was racism abundant and your character deals with that by pretending it doesn't exist, then that's a problem. It's not a realistic portrayal of character.

People have the capacity to do both good and evil in great abundance, contrary to what they did the day before. To quote an awesome game: "But just as some things can be right and useless at the same time, can't something be wrong...and priceless?"

That is how I want to/try to portray Morality in my games, when the issue is raised at all.

(I may be totally missing the mark here but it's 4am and I'm tired.)
So what's your overall intent when you design such characters?

That is to say, do you do these because you want people to realize that good people can do evil or do you do these because it's a cool choice or do you do these because you want to show the depths a person can unnecessarily sink into unconsciously?



No, no and no.

I do it because that's who my characters are. Any good writer knows that you don't force your characters into something that doesn't fit with their character. Doing that makes the character shallow and unrealistic.

I'm not gonna force a character who has been brought up to believe that slaves are created to serve to speak out about the evils of slavery unless they have a reason to. No molly coddling of the issue. I know it's wrong, you know it's wrong but to my character it's the way things are supposed to be. Perhaps they eventually learn better, perhaps they never do. If not, I'm not gonna change it just to make a point. That's bad writing.

Now, sometimes I will create an 'evil' (and I use this term very loosely) character that ends up having a good side but I don't do so just to have done it. It's because I like to create realistic characters and as I already stated, everyone has a good and bad side. I don't actively think things like "oh, let's make this guy do some *nice* things so that there's some sort of moral grey area". It doesn't work like that.
rabitZ
amusing tassadar, your taste in companionship grows ever more inexplicable
1349
author=Large
I don't... understand the intention if this topic, though... can you explain it to me in simple words? I mean, you want us to tell you that we create games to leave a moral example or lesson? Or... what?


I *believe* he means how do you design games to leave deep moral statements on issues WHEN you actually intend for them to do that.
Wow, rabbitz, you summed up a wall of text in a succinct, easy-to-understand and intelligent manner! Good job! :D

We should replace the first post with that.

No, seriously, thank you. :)
author=NewBlack
http://rpgmaker.net/submit/article/http://rpgmaker.net/submit/article/

http://rpgmaker.net/articles/design/

Jus saiyan.

The thing is, his sophisticated mind intentionally wants his posts to be part of a discussion topic and people to discuss, not an article :)

Unless you can convince him that his posts are warranted an article.
Marrend
Guardian of the Description Thread
21806
You can't have a good story without conflict. What more classic example of conflict is there than the so-called "eternal battle of good and evil"?

Anyway, I've long been thinking about making a game that includes some manner of moral ambiguity into it. Well, maybe not so much "ambiguous", but moral questions would arise. As a writer, I would be more interested in crafting a sequence where the characters are faced with a decision with no easy answers. How to make the sequence happen, though? Personally, I think it's all in the setup. Knowledge of the characters involved. Knowledge of the situation. How the situation conflicts with the normal decision-making processes. That kind of stuff.
First off, you do not want me to submit an article if you've seen me blog before. I even have one person on plurk say (this is from a comment I submitted to someone else's blog) "Wow, a blog post underneath a blog post" (I can't remember if they even added the last line of "underneath a blog post that's actually longer than the blog post"

I don't say this to brag more like elipswich got it right and also because the last thing I want to do is try to collect data and I'd rather get on with planting a thread and letting others share it. A horrible conversationalist like me wouldn't get far interviewing others. They'd be turned off and alienated unless I slowly stalk them but at that point the quality of the answers would defeat the value except if I myself was a savant which obviously I'm not or else I'd be showing you a game rather than making a topic like this.

author=Large
I don't... understand the intention if this topic, though... can you explain it to me in simple words? I mean, you want us to tell you that we create games to leave a moral example or lesson? Or... what?

Hopefully rabitZ answered your doubt (I was afraid I needed to zoom up to a general topic just to explain it to you) but just so there's no misunderstanding he didn't sum it up. Believe me I'm not replacing my OP because I can't accept if someone can sum up my post. I've been searching for people who can summarize my post all the time. This just isn't it.

What rabitZ explanation encompasses this part, "What do you do to design games for morality?"

The problem here is that such summation is non-notable to game design without the other sentence which is "designing around it" and Marrend highlights one major example for why it is.

If you pattern a question like this, you will mostly get people who wants to stray away from morality because moral ambiguity is simply more appealing.

A deep but closer to valid analogy to this is King of the Hill vs. The Simpsons. King of the Hill has more moral lesson episodes so when the characters do off-beat stuff, you will sometimes read people saying they are crazy or horrible characters. Worse comes when they simply become rednecks because once they get that tag, even if the viewer empathizes with the lessom, the depth of the moral perspective loses it's meaning (and KoH is still 99% moral ambiguity, the writers are simply designing for the concept in almost all episode). In contrast the Simpsons and even Family Guy don't have these problems. The result is that sometimes shows like American Dad can both have a moral lesson and be even more entertaining and leave a lasting impact in terms of that particular episode's intellectual quality but then leave no emotional impact at all.

Even rabbitZ in his attempt to answer half of the question was forced to do this.

I quote his words:

I *believe* he means how do you design games to leave deep moral statements on issues WHEN you actually intend for them to do that.

Notice how he only was able to cut this sentence short because he leaves you to figure out what "deep" is.

I'd refer to a political comment about Obama that doesn't have anything to do with the actual politics but I fear that would leave some of you once again confused and thinking I'm bringing in politics again. For those curious hopefully it should be obvious how rabitZ's "deep" is comparable to Obama's "Hope" and "Change" that's why it's way way shorter.

Yet moral depth isn't this way and so is game designing for morality.

For many, deep morality could simply be about having a choice of good and evil. Giving the option to keep a cannibal alive. Leaving a person who has raped many people to be raped themselves. Even being trapped in a psychological rpg.

Yet these aren't games whose game designs are designing for morality.

...or at least if they are, these are the types that won't get controversy or hate not like a blatant simulation of how to make the best Nazi Concentration Camp in an actual accurate place. Not just some references to killing Jews and controversial themes.

Finally, slashphoenix indirectly explained this best. If you are making a game with taboo subjects, it's best to not beat around the bush. Why? Because chances are people are drawn to the curiosity of how the game handles that taboo.

This doesn't work with morality because now you are designing a game with the intent that maybe that taboo would CONVINCE the player that what they thought of is not what it really appears to be.

In the conceptual stage alone, there's two major problems:

1) What if the game flies over the head of your players too much? Think complicated scientific games or educational games where the players get so addicted that they miss the point.

For example FreeRice.com, on paper, was supposed to be a game that finally designed well enough to both be an addictive game as well as a game promoting charity on paper and it became massively popular but then it forgot to design around the behaviour mechanism of human psychology and instead of promoting an attitude change towards more people being concerned about giving away rice to the needy it became a haven for bleeding hearts people to create bots and hacks http://www.youtube.com/watch?v=p0g33tGRQXA because the moral lesson that reached them wasn't that rice was important but that freerice.com usage = more free rice for everyone else.

2) Something freerice.com would never be is that it will never tackle the depths because the depth of the morality is charity. When you do things like that, people generally accept it and find things good.

It's not on par with something like Mcdonald's or hell even "recycling".

If you were to make an rpg (especially on rpgmaker) based around convincing (and not just informing others) of how recycling doesn't work and still come away making it seem like a game designed for morality rather than designed around anti-morality, you have to find a way to bypass the initial bias people have. This is something that even pure entertainment short TV shows like Penn & Teller have a difficulty of showing. Imagine how you would pull this off in an rpg game that's not only containing a set of events that would at least make pro-recycling people doubt their beliefs but doesn't contain the stuff of propaganda.

...and this is just on paper. These are basic stuff. They only come off deep sometimes in games because the great storytellers and designers and artists can make it seem magnanimous even though they are just shallow on the surface moral lessons. Anti-recycling's basic moral lesson is that one should actually do an act that actually matters and doesn't just feel good.

In fact personally the easiest litmus test when I doubt myself whether what I'm seeing is deep or shallow morality especially when it's affecting my emotions is to do what rabitZ wrote. What if I was intending to leave that moral statement in my game? What would be the message?

Many of those don't even get near what I would consider the moralities worth designing a game around morality for. The ones that actually do, I found that even I'm scared to fully touch them even the simple ones.

Take a game concept where you have a choice of using your partner as a shield and leaving them to die. Lots of games have these but not many games (I don't even know of one actually) where the partner is actually slowly losing body parts. Imagine if you were designing something as basic as that but with the intention of leaving behind a deep as opposed to normal moral statement. Even if you were a great game maker, how many of you would actually dwelve into that issue and how many of you would cop out and subconsciously make things more morally ambiguous plot-wise, more morally straight forward design-wise and more pure shock design art-wise and how many of you would even pick up that subconsciously you are designing around those issues?

It's why what rabitZ said can't even come close to summarizing anything and why it's important to read from actual game designers who have managed to not just get past this dilemma but actually have ideas that clearly address these issues especially within the game design perspective because game design is the most neutral. Everything like art, you need to worry about body part details. Writing you have to do your research. Game design can convey a message by simply changing the background and have sprites saying a particular dialogue. Sharing game design tips can also be the most ambiguous. A trauma bar and a health bar, explanation-wise, are pretty much clones. You just share it and done. The only time you even need to address the controversiality is when you're like me, trying to explain some basic stuff but I, being the OP, have that responsibility and pressure to convey a message. You just share your game designs/theories.
"What do you do to design games for morality?"
This isn't a real question. It has no meaning. Morality isn't an entity you can design for. Furthermore, you asked "what do you do to design", meaning an appropriate answer would be "I use Textpad to jot down notes, draw out ideas in a sketchbook, have an occasional cup of tea, and go for a short walk to clear my head every now and again."

Can you rephrase it so that your question is a legitimate and sensical one?

In a concise manner (for example, in 20 words or less), clearly state your intent with this topic, or it is being locked.
Actually you answered the question correctly and I'm not just saying this because of your threat.

A lot of game design (especially from the theoretical perspective) relies on two people wanting to discuss things for the pursuit of game design and not just to answer because just like other topics that has some philosophical bits to it, it's just impossible to make sense to others who don't want to discuss it.

For example take your two main premises against my thread.

If you don't believe it's possible to design games for morality, no matter how many games I show you that are like these: http://www.aforcemorepowerful.org/game/index.php#peoplepower you will reject it or downplay it and that holds true for every concept beyond the general overview of those games and from there it's just a total slippery slope because you'll always demand more titles and examples and fallacies from authoritative (or at least decent sounding titles) and we can no longer just discuss game design and the more titles and examples I bring up especially just to explain the thread, the less it's about getitng perspective from game developers anymore with better capabilities and experiences to share than I have.

You want me to answer less but if I just say, "No, you're wrong." Would you accept it or take it as an insult especially with your capacity to lock threads? More importantly by convincing you, am I even on-topic anymore on my own thread or will the links distract and just make you or others shout "Well, I'm not going to bother to download a trial just to accept your premise".

It's even worse with the question "What do you do to design" because it's based on two major fallacies:

1) is that the thread was titled like that.

and

2) you paint it as a wrong question as opposed to the grand all question when it comes to all forms of design.

That's as concise as I can get without sacrificing the content of my post or coming off cold and insulting especially when my thread is on a life line.
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