Just as Kafka used the conventions of the fable to convey the profound depersonalization of modern life and Art Spiegelman used the format of the comic book to tell the story of his father’s Holocaust experiences, a digital artist might use the structure of the adventure maze to embody a moral individual’s confrontation with state-sanctioned violence.
Viewing a maze game as a sort of moral dilemma had not crossed my mind originally, but the contrast between the format being a video game and the dilemma itself provides an interesting through process along the lines of, "How can a game effectively portray the difficulty to make ethically debatable choices?"