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Eludamos: Journal for Computer Game Culture
The article argues these games generate genuine meaning even though their choices carry little ludic consequence.
Sarian's "No Going Back" argues that Telltale Games' choice-driven narratives, despite offering little ludic consequence, generate genuine meaning by functioning as philosophical thought experiments that confront players with moral dilemmas and expose their underlying values. The analysis draws on the serial, television-like structure of these games, which defers consequences and keeps narratives largely linear, along with end-of-episode survey screens that compare individual choices against community data. Sarian ties the limitations of the model to the ELIZA effect, in which an illusion of complexity dissolves under scrutiny, but contends that this illusion is not disqualifying.
The central case study is The Walking Dead: Season 2, Episode 5, "No Going Back," whose key choices are examined as ethical tests. The author identifies the game's core theme as the tension between individual and communal survival, embodied in the contrasting figures of Jane, a pragmatic individualist, and Kenny, an empathetic communitarian. Drawing on precedents such as Thomson's Trolley Problem and Nozick's Newcomb's Paradox, the analysis situates the design within a broader aspiration for games to "instruct delightfully," following Sicart's argument that morally complex dilemmas allow players to refine practical wisdom, or phronesis, in a safe virtual setting.
Close attention falls on the final episodes, including the Luke ice-lake choice, Jane's Trolley-style anecdote, and the penultimate decision to shoot or spare Kenny. Sarian argues that these moments frame a dilemma between mercy and pragmatism, and that the game's framing effectively signals a didactic moral that shooting Kenny is the "correct" choice, even though the narrative offers no lasting consequence for either path. The conclusion is that the Telltale model's illusion of choice has aesthetic limitations, yet it remains a valuable vehicle for provoking discussion and moral reflection among players.
European Conference on Games Based Learning (ECGBL) · 2026