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jdw64today at 7:39 AM1 replyview 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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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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