Because if virtual reality, as it desires, wants to mimic real life, then we as game-playing audiences will only want to play things that we would want to do in real life. So many game experiences are frightening or martial by virtue of the fact that we experience them by proxy. In VR, “there is no need for a single metaphor,” as VR-godfather Jaron Lanier has said. That means that game designers will need to take responsibility for what they create, lest they make people actually uncomfortable about it. Game design becomes something new: moral design.