Moral choices in video games can greatly influence the difficulty of the game. In particular, the decision to assist or ignore NPCs can have a significant impact on the player's experience. Assisting NPCs can result in more allies and resources, providing the player with a sense of security and support. On the other hand, ignoring NPCs can result in fewer allies and resources, creating a feeling of urgency and isolation. This added tension can enhance the player's experience and make their actions feel more meaningful.
One of the ongoing debates surrounding video games is the impact that morally ambiguous decisions have on player behaviour outside of the game. Some argue that moral ambiguity is an inherent aspect of many video games that feature
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Some argue that it does, pointing to research that challenges the assumption that no action in a game has been demonstrated to impact behaviour outside of games. On the other hand, a wealth of research suggests that the link between video game violence and real-life violence is weak. Ultimately, the issue is important because if video games have the potential to make us more moral, they could have a positive impact on society as a …show more content…
Playing games allows players to transcend the boundaries of reality and enter into a fictional game world where the rules of "real life" are suspended and where the player may act as someone else without fearing real-life consequences. Additionally, the player, unlike the reader or viewer, is an active participant and may even become the co-author of a game's narrative. This supports the conclusion that computer games are cultural artefacts that are deeply embedded in their specific cultural context and comment on this context in ways that are unique to literature and film.
The popular perception is that the majority of video games are either influenced by or serve as inspiration for films and books. However, a 2012 report by the University of Sorbonne Nouvelle senior lecturer Alexis Blanchet revealed that only 10% of video games are derived from other storytelling mediums. Despite this, it remains a significant portion of the total video game industry's annual output. In his report, Blanchet goes on to