While there is no critical or academic consensus on the defining characteristics of an immersive sim, it’s generally acknowledged that the design ethos of the genre (if it is indeed a genre) can be traced to Looking Glass Studios. 5 It’s my view that effective moral gameplay lets players exercise a diversity of these skills, and immersive sims – by virtue of their emphasis on interconnected ludonarrative player agency – provide an opportunity to do exactly that. 4 Specifically, I argue that immersive sims are ideal for exercising moral expertise: the ability and tendency to perceive, reason about, and respond to opportunities for moral action. This paper contributes to that corpus by describing the relationship between the “design ethos” 3 of immersive sims and moral gameplay – “the ludic experience in which regulation, mediation, or goals require from the player moral reflection beyond the calculation of statistics and possibilities”. With roots reaching into the early 2000s, 2 scholarship in this area encompasses a diversity of approaches to elaborating links between game design, production, and morality. Over the last decade or so, a small but active literature dedicated to “ethically notable games” 1 has emerged within game studies and related disciplines.
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