A subject I find really interesting is games that communicate their message primarily or exclusively through game design instead of through visuals or narrative. Good examples of this are Missile Command, Braid, and Dark Souls.
Bioshock is an interesting half-example because the game mechanics (emphasizing agency and choice) are a deliberate contrast to the narrative of acting without free will.
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Bioshock is an interesting half-example because the game mechanics (emphasizing agency and choice) are a deliberate contrast to the narrative of acting without free will.