This thread is more dealing with the philosophy of game design then the original thread which was dealing with a specific WiP.
The moral/ethical properties of art has been debated for centuries, if not eons. There is always a tension between the originator and the receiver of the art … is the person funding the work responsible for what it represents or is it the person making the project responsible for what it says or is the person reading/viewing that art responsible for their interpretation of what they see?
With games, this is further complicated by the simple fact that agency is exercised by the player. So, we as game designers and writers can, as said in the other thread, describe the mindset of any character but we also put the gamer into the situation where they can experience the mindset themselves through actions they take.
Choices are the vehicle that we, as game designers allow our readers or gamers such agencies.
I’m going to create my own term here called: “mecha-narrative dilemma” which means describing games as: mechanics plus narrative creating a moral dilemma that the gamer/reader must resolve.
A classical trope that creates mecha-narrative dilemma is the sacrifice of a few people to save a greater number of people. In books and class discussions this sometimes goes as follows: a tram is speeding out of control down a hill towards a large crowd of people, certain to kill many in that crowd, unless you throw a switch and divert the tram to a side track where a family is picnicking. The question then is: do you take the action to save the many while sacrificing the few?
A game takes this one step further and allows the designer to place the reader/gamer in that mindset directly and allows the gamer to take the action one way or another and suffer the consequences. The bridging devise between philosophical argument in a classroom and the actual experiment of throwing a person into the situation is our mechanics.
This is why mechanics are so important - strong mechanics make taking the action a heartfelt and weighty decision, one that facilitates the reader’s thinking or engaging the gamer’s own morality and ethics.
The choice command in our games is only powerful if the choices are consequential, if they matter and if they promote utilitarianism - briefly, the view that actions are right if they promote the happiness of a majority.
Edit - for clarity. The choice body itself promoting utilitarianism is different then the entire mechanics system doing so. The choice mechanic loses its effectiveness as an individual mechanic if it promotes non-utilitarian choices. The entire mechanic system itself can promote utilitarianism but is not exclusively limited(or shouldn’t be limited) to that purpose.
As game designers our morality and ethical responsibility to create strong mechanics and a strong narrative that provides mecha-narrative dilemma which leads to utilitarianism or that provokes learning of one nature or another.