Games Are Not About Monsters
Monster-killing does not have to be a hypersigil; it’s more basic than that. The organizing moral principles of a game world often boil down to something desperately obvious: black-and-white, good and evil. This isn’t bad in itself because a good game, like a good book, then takes the player into a more familiar ambiguity. Good and bad become less easily separated and less relevant the longer you travel. The trick is to create, in the gamer, a commitment to a point of view, whatever its morality…