Rob and Rowan are joined this week by freelance writer Ruth Cassidy, whose article, "Ethically designing unethical worlds" (https://www.gamedeveloper.com/design/ethically-designing-unethical-worlds) inspired this week's topic. From eugenics in Crusader Kings to choosing between fundamentalism and fascism in Frostpunk, the games we play often put us in the position of someone who has to make some pretty horrifying decisions. How can designers best depict these elements in a way that lends them gravity, but doesn't seem to implicitly condone them? Is it even possible?
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