An interesting discussion at Emily Short’s about moral choices in games, first between Emily and Victor Gijsbers and someone posting as “fabulous,” and then between me and Ron Newcomb. Here’s a good bit from Ron:
Maybe it’s a squid-on-the-mantlepiece problem? Just as the author can’t dramatize dad’s overdrawn bank account while a giant kraken is attacking the city, the I-F author can’t create player-NPC emotional bonds while there are keys to find in other people’s houses. The traditional gameplay stuff is “too loud”, and overwhelms an NPC’s mild disappointment in the PC’s conduct.