Most games treat morality as a question the player answers once and moves on from. Dialogue wheels present binary options. Karma meters quantify behaviour. Good and evil are colour-coded, tallied, and rewarded. These systems simplify ethics into optimisation problems, where players learn which choices unlock the best ending rather than reflect on what those choices mean. Immersive design rejects this approach entirely. Instead of asking players what they believe, it watches what they do...
