Last evening I was approached by my long time friend and co-designer of my second game (The Lost City of Malathedra); Brian Linton. email@example.com
He began to tell me about a new project he was working on which he calls: Responsibility in Games
Being a developer who is writing a game with a self imposed 17+ rating; I was of course skeptical, I wasn't looking for a "Don't Make GTA" lecture.
Revel Immortal has many instances where you have choices to do good or bad things; and usually apropriate outcomes for either; I'm all about giving the player choice.
But in fact he seemed mostly interested in how designers were handling situations where the player is given the power to do; what might be considered anti-social things in games.
I was really glad to see it wasn't a "you should feel bad about the games you are creating" kind of campagin.
Anyhow, he is currently searching for ideas and/or commentary on how best to visualize/simulate results in games when the player makes what might be considered "good" vs. "evil" choices.
He asked me to see if anyone has any ideas or interest concerning how the concept might be implemented in new or existing games; if so you can feel free to comment here or shoot him an e-mail at firstname.lastname@example.org.