The concern for ethics is one of the most important trends in contemporary game design, with works like the Mass Effect trilogy (Bioware, 2007(Bioware, -2012, This War of Mine (11 Bit Studios, 2014), Democracy (Positech Games, 2005) or The Walking Dead series (Telltale Games, 2012-14
In this paper we provide an overview and a theoretical model of these issues and apply it to the case study of Catherine (Atlus, 2011), a Japanese game that combines various ethics design strategies in a text that avoids the traditional dichotomy between good and evil. This game addresses the player directly to make her give her views on love and lifestyles from two perspectives: as the protagonist, Vincent, and as herself.
AutorVíctor Navarro Remesal [vnavarro@cesag.org] es investigador en Teoría del Diseño de Videojuegos. Su tesis doctoral presenta la libertad dirigida como base de la relación entre jugador y discurso. Imparte asignaturas de videojuegos y cine en el CESAG (UP Comillas), en Palma de Mallorca y sus principales intereses son la representación del jugador, la agencia, la ludonarrativa y la estructura del videojuego.
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