Darkness is an ongoing trend in gaming (catching up with movies and books i suppose). Renegade is considered by many to be more fun than Paragon (because punching/shooting/killing people is fun yo!). Protagonists can die. Protagonist love interests can die. Protagonist family members can die. Script railroading is almost always for darkness' sake. Etc. Pretty much a 180 from general gaming 15+ years ago.
Speaking in a general sense of course; there are still games that let us be the unequivocal hero but they are no longer the rule, and the way in which we become hero varies. (I like variety.)
There's actually some preliminary evidence to suggest that Paragon-type decisions still tend to be the preferred path in games with moral choice systems.
As far as why we see less of the "kill the bad guy and save the day" stories, I think there's a growing belief among many in the industry (see David Cage's presentation for an example of this) that games are under pressure to become more "mature" (whatever that means), or have more artistic depth. Some, like Cage, think this means emulating Hollywood as much as possible, but the wider idea that a lot of people seem to have is that games ought to give you what you need instead of what you want.
The further assumption is that this means telling darker stories, and not indulging the player's desire for a happy ending in favor of a darker ending with more thematic punch. This can conflict with players' expectations that games will have win states, and that achieving the win states means that things will turn out well for the player avatar in the end
Personally, I'm content to let a thousand flowers bloom; I don't have a particular preference for one kind of ending over another. The most important thing is that the ending fits and encapsulates what came before. I have no problem with darker endings, but I'd also resist the tendency to automatically equate darkness with greater depth.





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