![]() ![]() In comes "The Witcher", an adaptation of Andrzej Sapkowski's series of dark fantasy novels centered round a monster-slaying mutant with magical powers, named "The Witcher" Geralt. For many years, western rpg's have been the genre that has explored these issues. Should the player be rewarded for a good deed and punished by an evil one? Or should he be reminded that in the real world, good deeds are hard choices, and that crime, sometimes does pay? That to achieve great things, compromises must be made? Just the fact that so many issues can be discussed is a testament to the importance of interactive narratives. Which opens a whole world of possibilities from a narrative standpoint. That is not to say that the author's morality is absent: the consequences that derive from these choices, and their moral weight, are entirely defined by the creators. What defines right or wrong? Good and Evil? Justice and Lawlessness? Is it the act, or its observer? You see why defining morality is a tricky business? Games are the ideal medium to convey these questions, for one reason: they give the possibility of choice in a game, your moral compass can be tested.
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