After our presentation, we started discussing the game. One point that was raised was the moral decisions not having such a drastic effect on the game, for example; if the player died in game then the game could end. This is similar to the Flash game "One Chance" where the player has a few days before the world ends, their choices will seem permanent because when the game finishes it saves the ending so if the player reloads the game it will show the same ending scene based on their decisions.
We have decided this would be the best approach, to let the player know that their actions/decisions in the game will have an impact which will hopefully make the player think about their decisions before making them. If the consequences weren't so extreme, the player might not take the game so seriously and not care about their choices.
Our original plan was to have the voice at the end of the game give the player an analysis based on their game decisions, trying to roughly describe how the player views status. We decided not the continue with this part though as it might detract from the discussion of their actions following the games end. It seems better to let the player think about their own actions to come up with conclusions.
Another relevant game is "September 12th: A toy world" the player has the option to drop bombs on a city which is populated by civilians and terrorists, by taking out the terrorists the player might accidentally hit some civilians. The player also has the option to not participate.
This makes the player think about the consequences their actions have.
One more point was how the game feels slightly linear, even though there are still many choices. I feel this is somewhat necessary seeing as this is supposed to be an immersive story driven game, and too much freedom in the game could be a bad think, for example; making a multiplayer free-roam game.
One Chance:
http://www.newgrounds.com/portal/view/555181
September 12th: A toy world:
http://www.y8.com/games/september_12th_a_toy_world
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