>>5645689Most of my quests convey a moral message. They are like bdsm Aesop's fables lol. Not morality in terms of right or wrong THE GOOD vs THE EVIL but more what choices and actions get rewarded versus those which get punished, because sometimes doing "THE GOOD" thing gets punished and doing "THE EVIL" thing gets rewarded hehe (you reach apotheosis and transcend into GODLIKE DUNGEONMASTERY when you can derive masochistic enjoyment from tragic downfall yay and witnessing your own character's suffering this is probably what Christianity or the Golden Bough or whatever Rene Girard scapegoat mimetic philosophy is about argh). Conversely a weak narrative which I dislike (it happens even in really fun games like Baldurs Gate, Pillars Of Eternity etc) is when the storyline just describes you becoming an actual god. But what those writers do not understand is that the point of the god-king is to be sacrificed etc (this is the recurrent imagery in Judaeo-Christian narratives). It is stronger to depict suffering (Oedipus, Orpheus, Gilgamesh/Enkidu, Beowulf, just look at every Western myth etc) than to endlessly narrate all-powerful godlike ascension.
I don't think a lot of anons imbue their quests with a moral message. All games in a way should convey a world view and pattern of moral instruction and sometimes with sci-fi or cyberpunk or swords and sorcery or gothic horror etc you can explore elaborate extremes of decision choices etc and worlds with different moral perspectives to your own. The most advanced games probably do not need to rely upon the genre embellishments the laser guns or robot girls or dragon castles and vampire sorcerors etc to convey this (very difficult to create and play these though). I think the moral instruction element of games is what I mean when I describe some game settings as possessing "the vision" etc.