You can''t have a firmly defined standard of right and wrong unless someone admits that they''re wrong.
Also, negating cause and effect to create player choice doesn''t create a moral vacuum; the player still has to deal with their motive for playing the game and how they play it.
Ultimately, the moral conditions under which a game is created is the real issue, because the game will reflect those conditions.
Moral Vaccuum?
I think, all other things being equal, gamers tend to prefer more open-endedness in games - the interactive element is part of what makes games attractive in the first place.
However (as may have already been pointed out), non-linear gameplay has a production cost associated with it in that the average player will not experience all of the content in the game. A non-linear game cannot contain the same attention to detail and content depth as a more linear game (again, ceteris paribus).
So I see it as a trade-off. Open-ended games I like, auto-generated dungeons not so much.
However (as may have already been pointed out), non-linear gameplay has a production cost associated with it in that the average player will not experience all of the content in the game. A non-linear game cannot contain the same attention to detail and content depth as a more linear game (again, ceteris paribus).
So I see it as a trade-off. Open-ended games I like, auto-generated dungeons not so much.
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