A few recent newsgames do something curious: They hide basic trivia questions under a layer of moral decision-making. It is often assumed that taking a tired design and adding some nominal amount of ethical choice — usually in the form of binary story branches or good/neutral/evil alignment meters — will somehow reinvigorate and edify its players.
But there’s a serious problem with this easy inclusion of moral choice: Even a simple move to branch out from the standard structure of a game results in an exponential need for more content. And in a genre where budgets are often tight, cuts will likely need to be made as a result. This means less thought goes into the causal chain between choice and consequence, undercutting the very goals that the inclusion of the simple moral system hoped to attain. A half-baked moral system can have the opposite effect on people’s reasoning, and can even become confounding.