6A impersonal summary
Nothing seems to indicate that the fashion for moral choices is faltering. We enjoy the sense of power and influence too much. At the same time, however, with increasing production costs (new generation is coming y'all), we will certainly see more clever attempts to give us choices that don't generate excessive workloads. This is reason enough to keep in mind what dillemmas devs face when making games. Perhaps it will make us a little more understanding.
6B personal summary
I'm happy that there are games where we can make decisions. W ostatnich latach najbardziej chyba doceni³em wspomniany tu system z Metra Exodus. Our morality had minor impact on the course of the events, but the system appealed to specific feelings and provoked questions about what we had done wrong, what we could have done better. This doesn't happen often, but perhaps the biggest indication of a good story is that you're not asking yourself "what would happen if I acted differently" when the game's over. I'm very curious to see if this solution will find more followers.
Martin Strzyzewski | Gamepressure.com