I don’t think this is the right mentality to solve problems. If you don’t do the bad thing someone will do it then is not an excuse to do the bad thing. You certainly cannot control what people make out of a game but you can set expectations and intentions.
A great study case might be Minecraft. If you’re barely tuned in, the community and modding scene as adopted a more grandiose and adventuresque posture throughout half of the last decade. Arguably motivated by content creators and game design choices there’s been a push for completionism, speed running, competitiveness. Ultimately, a chase for progression.
This heavily detracts from the kind of game Minecraft used to be before Beta 1.8, aka: The Adventure Update. Hunger, sprinting, villages; eventually: the end, nether, hardcore, a boss, potions, item repairing… The mighty block sandbox about building funny creations turned into an RPG? If you can even call it that.
I recommend checking BTA, a modern revival of this ancient version. There are some features that feel so integral nowadays it’s hard to not miss them. Breeding animals and swimming come to mind. However, no matter how impossible it sounds, the presumption you go with into a game changes drastically how you experience it.
In the same light, I think creating games that clearly shout to the player “I want to care for you” or maybe just “I don’t want to harm you” is, no matter how silly it seems, a good first step at marking the expectations for the experience. We already do this for immersion, we want players to have some expectations which will influence shape how they feel about the world. We simply have to do the same with these more meta aspects of the design.
In any case
It’s been a surprise to see how differently shaped our views on this topic depending on our past experience. As I stated at the beginning, I already expected a heavy bias from the gaming and developer community towards favoring games. This conversation is wildly different with people not used or that don’t even engage with the medium.
It’s been a great exchange of ideas though. I definitely think I may be overthinking things a little, not that much however. But I would like to shine some final light on the topic with a specific example, that way it is more palpable.
PEAK is a recent co-op game in which you climb a procedurally generated mountain to reach the top. Now, the cool fact: the mountain is procedurally generated every 24h and is the same for everyone.
When I saw this game got viral and realized the daily reset counter the first time I booted it up, I was joyful. Regardless of the actual reason of this design choice, the impact for me is clear. Making the mountain, the whole point of the game, regenerate only once per day and for everyone is wonderful ethical design.
An average session of PEAK can last from 1 to 3 hours depending on if you reach the peak or not. Once you’ve reached the peak of the mountain… that’s it. There are not multiple mountains, a campaign or something like that. No real progression. The whole point is just have fun climbing a mountain once per day.
Sure, you could reach the top and play again, but it would be the same mountain. Want to do so? Fine. But that’s boring, I wouldn’t, most wouldn’t. I want a new mountain? We’re done for the day then, I’ll have to wait for the next one.
It’s one of the most natural and flexible ways of time-gating a player into playing the game for a healthy amount of time. If you’re desperate, you can play again. If you are a beginner and fail soon, you’ve failed soon, retry and get your revenge. Most importantly, it also does a fun thing which is creating a sense of community. There’s a whole league of people just tuning every day for how they’ve experienced differently the same mountain, every day.
Do you know what happens when you recur every day with other people? You form bonds, good. This also forms a habit, a daily habit: just the daily mountain, an hour or so and I’m done. Good. It’s not a daily reward system, you don’t have to tune in daily, you can also still play the same mountain if feel like doing a marathon. Just, enjoyment without compromise.
I think PEAK is quite close to being an extremely great example of an ethical game. It turns a hated feature by many, time-gating, into something fun.