Overview

Pixel-art moral.games title with scales and red and blue speech bubbles

What is moral.games?

moral.games is a two-player turn-based debate game, where opponents go head-to-head trying to convince an AI judge of their position, given an ethical dilemma. These scenarios are hand-crafted and resemble classical moral paradoxes, such that they never have a "right answer."

Players can argue via text-based dialogue, use a local deck, use a global deck, or use a scenario-specific action if one is available. After each move, the judge reacts and shifts royal favor toward Alice, Robert, or neither player. After both players take 5 turns, the accumulated favor determines the result. If a player runs out of time on their turn, he or she concedes the game.

Generative Storytelling

moral.games uses generative AI. It's worthy of emphasis to say that generative AI is the core system of moral.games. A lot of thought was put into prompting, interweaving AI and handcrafted content, and scoring. In the end, the question being asked is: can a fun (and competitive/fair) game be built using generative AI as part of its core loop?

For example, the judge is not just a scripted narrator, but meant to react according to a personality profile, biases, evidence, threats, or deception. Keep in mind that the judge will not necessarily make correct moral decisions. The judge might unfairly scrutinize one player, but not the other. Roles (and goals) are randomized, so players will often need to think on their feet. Alice, like White in chess, always goes first.

Royal Favor

The judge scores the debate as it happens. Every move can earn 0, 1, or 2 points of royal favor. One point marks a meaningful move; two points mark a rare breakthrough. A move that backfires can instead award favor to the opponent.

The judge is not grading which side is morally correct. A kind argument can fail if it is hand-wavy. A harsh argument can succeed if it gives this particular ruler a compelling reason to act. The judge's private values and experiences influence each reaction, so players must learn what moves this king.

The game displays each shift immediately with the balance scale. At the end, the player with more favor wins. A closing narrator describes the king's decree but cannot change the result.

Generative Voices

The game also uses generative voices (via pocket-tts) to make the gameplay feel less like reading a transcript and more like a pre-recorded AAA role-playing game. This comes with a few caveats: the TTS model runs locally, which means that quality can range from "I can't believe it's not butter" to absolutely broken. This also means that to get the full experience, an extra ~250mb weight payload needs to be preloaded.

However, this aims to answer similar questions to the above: can generative TTS make games better? Are the trade-offs worth it? And so on.

Generative Art

The game also uses generative art for some visual assets, including player portraits, cards, etc. Small- and medium-sized games have already been doing this for the past few years, so this isn't particularly experimental, but certainly hastens the development cycle.

The Mission

moral.games is an attempt to treat generative AI as a coherent part of a gameplay loop, and not just as a slop generator. Are modern LLMs robust enough to provide tension, improvisation, strategy, and replayability? Are they fair enough to judge player performance without feeling arbitrary?

moral.games is built around a hybrid design strategy: hand-authored scenarios and inflection points provide structure, while generative systems create the moment-to-moment play inside that structure.

Open Questions

  • Can debate become a playable system?
  • Can players break a system through conversation?
  • Can LLMs grade performance fairly?
  • Can repeated play feel novel and fun?

Author

moral.games was built and designed by David Titarenco—find me at dvt.name or @davvv.

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