Things will work a little differently in the game’s campaign, where the simulation at its core remains the same, but the story aims to explore more specific political issues.
Chris doesn’t want to spoil the story, but he does offer up one example. “We have a chapter where a politician decides that he would like to run an experiment. He says to you that you should try and create a full reform prison where budget is no object. Assuming money was no factor, how much could you actually do with a reform prison? How well you do at that level has repercussions in the story.
“That’s where we’re going to try and deal with the really hairy issues head on. And then when people come to play the sandbox, we’re hoping that we will have seeded their mind a little bit with some of the moral issues behind each of the decisions they might make. We’ll let the player build an execution chamber in the sandbox, and I’ve no doubt that people are going to build vast execution prisons, but I don’t really have a problem with that.”
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