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    Sep 5th, 2017 at 09:44:03     -    Oxenfree (PC)

    This is my analysis of my forty-minute gameplay of Oxenfree. When I was given my first choice among three dialogues, I understood that I will have to be vocal about my decisions, affecting my relationships inside this five-person community. A player like myself can assume that having good relationships results smoother progress. An ethical argument arose in my head; a player with such assumption can have their norm perception negatively altered while trying to maintain good terms with Ren, who gets high on brownies time to time, or when trespassing into military territories to help out Clarissa. Disregard of real-life legal boundaries to achieve in-game goals is too ubiquitous of a game's encouragement to players to urge me to delve deeper.
    The game often coaxes the player to manifest his or her dislike for Clarissa in his or her choice of dialog, and furthermore supports the player when he or she decides to delay, or to refrain from, saving Clarissa. I think this is a bigger ethical issue from the one I mentioned earlier, because the problem it brings is a lot more applicable to reality. A player may find that disliking a person is a legitimate reason to neglect that person's crucial need for help.

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