I'm a little sad that you didn't comment on my previous post where I noted that I wasn't sure whether to post here or send you an email. You will be punished through a wall of text right here and now (only on Chapter 1):
When was Splinter Cell "pro-life"? You point out that Splinter Cell used to be more ethically conscious in its early installments and link to an article where the author states "remember in the old games you used to be penalized for kills, not rewarded for them...". The problem is that the author himself has a bad memory since the first Splinter Cell to introduce a rating system that rewards non-lethal means was Chaos Theory, the third installment (and that ethical gamedesign of the series already ended right there). The first two Splinter Cells did have missions with a "you killed a civilian/cop/VIP = mission failed" mechanism, however, the games did not endorse a non-lethal approach beyond these boundaries. Therefore I think that the SC series is a rather bad example for "humanitarianism" in stealth games.
Civilians in wargames You state that Wolfenstein (2009) is notable for featuring civilians and list Brothers in Arms as one of the bad examples with an absurd absence of civilians. That is a very unlucky choice since Hell's Highway, the series' third installment released in 2008 (one year before Wolfenstein), was actually very notable for its depiction of civilian's fates and the interaction between US soldiers and the Dutch resistance. The game actually featured multiple scenes where civilians are murdered by German soldiers (including an in-game sequence where the player would first witness a woman being dragged into a barn and then find her dead body hanging on a rope there).
There is also a notable amount of other games that depict the fates of civilians in armed conflicts, including ones from big publishers. I already mentioned Freedom Fighters (2003) before (which even rewarded ethical acts).
Operation Flashpoint (2001, Codemasters) featured a sequence consisting of multiple missions where David Armstrong (the first of four protagonists) would join resistance fighters, learn about the suffering of the civilian population and even take part in a rescue attempt of civilians. Its official addon Resistance (2003) even focused on this aspect of war by telling it from the perspective of resistance fighter Victor Troska who is a tired veteran who only joins the fight when he cannot evade the cruelty anymore - the player even has multiple chances to make ethical decisions (including the option to betray the resistance).
It's pseudo-sequel ARMA 2 (2009) even begins with a small operation with the goal of saving civilians and discovering a mass grave. In Full Spectrum Warrior (2004, THQ) civilians mostly served as rare decoration but the discovery of a mass grave was also present in the campaign.
Another very notable title is Close Combat: First to Fight (2005, 2K Games) which basically mixed the SWAT series' game mechanics with a war scenario. Not only were civilians present in the game but the game mechanics endorsed a non-lethal approach. As a matter of fact the developers even tried to include psychology in the game with a morale system for combatants on both sides - suppressing the enemy, throwing flashbangs and shouting at him would make him give up and IIRC such an approach was rewarded through the rating system. First to Fight is therefore also an example for what you criticized in the chapter: enemies always being inhuman fighting machines.
Including these titles in the article as well as an analysis on how they fared commercially is in my opinion crucial.
The Saboteur the only resistance game set in WW2? You state that The Saboteur is the only game depicting WWII from the perspective of a resistance fighter, however, that is not true since just recently Uprising 44 was released which depicts the Warsaw Uprising. I am also not completely sure whether The Saboteur was the first game to do so - Medal of Honor: Spearhead at least featured a chapter where the protagonist would join the Dutch resistance for a few missions.
The dilemma of human enemies You criticized how human enemies are always depicted rather inhuman, never showing any fear or anything like that. It is a very valid point but I think at that point you also have to raise multiple questions concerning the ethical dilemma of having a game where the hostile cannon fodder seems to consist of actual human beings. Gameplay where the enemies resemble real human beings is a highly complicated matter and say "humanizing" the enemies of a Call of Duty game without changing anything else about the gamedesign might actually make the game even more ethically questionable. I think you should at least hint at possible problems developers/publishers would have to face by trying to turn targets into humans.
Your sandbox proposal At one point in the chapter you provide an example for how developers could solve the dilemma of mixing the freedom with the narrative - by giving the player the option to switch between a "plot mode" and a "sandbox mode". You state yourself that the work is not supposed to provide answers, it is supposed criticize the status quo but do provide a possible solution for this issue - you are aware of the problem of including one possible solution in a work that is not supposed to do so and I agree - it is out of place unless the whole work has the goal of providing solutions.
Additionally by providing an example like this you provide readers, at least critics of your work, with something that they can easily use against you. The solution would have to be something perfect and simple that does not require any further elaboration - your example however raises more questions than it provides answers. It's easy to question it. One can easily claim that a clear separation of story and sandbox mode is contradictory to the idea of the whole genre. Additionally GTA IV, the most influential title of the current generation of sandbox games, does provide a solution similar to your proposal: turning off the cell phone halts all plot developments - this seems to be an unsatisfactory solution though since GTA IV remains the most prominent target for people criticizing the conflict between the freedom and plot. Therefore I think that you should scrap that example for a solution.
Physics In the paragraph on physics you state that Dead Space's gravity tricks are not physics. I think that is an unlucky expression since undeniably there is a physics engine in place and their comparably simple use does not change that fact. You should instead point out that the physics are of no big relevance to the gamedesign/gameplay.
German version of Silent Hill: Homecoming You state that is not clear what happened to the German version of Silent Hill: Homecoming. I think I do not understand what you are trying to say there - Schnittberichte.com (which you referenced in the same chapter) does provide a detailed report on the German versions censorship under this URL:
http://www.schnittberichte.com/schnittbericht.php?ID=5975621 I do not understand what remains unclear.
Greenlighting You claim that getting another typical violent FPS greenlit is easier than in case of any other game. I am at least skeptical - it's a risky claim and you do not reference a source that supports it. Pitching a project is tough and it's quite a complicated matter. Personally I doubt that it's much easier for a violent FPS than a non-violent one or for a game from a totally other genre. Additionally it's something that may change heavily depending on the publisher. Activision has CoD, EA has Battlefield and Medal of Honor - that's three powerful and fairly similar franchises but do even these two companies focus on violent FPS titles in general? Activision's and EA's other major franchises include Warcraft/Starcraft, Command & Conquer, Mass Effect, not to mention the EA Sports label or movie-based games. In fact I think that with such powerful franchises in these genres the publishers have a fairly small need for more projects of this kind and would perhaps rather appreciate games that would give them a just as strong foothold in other genres.
As I said: without a good source I wouldn't dare claiming that getting a game similar to already established franchises greenlit is easier than in case of something completely different.
Reasons to design a violent game In the article you question the necessity to focus on violent games, you reference social/psychological reasons that explain their popularity, however, you do not even take a look at rather technical reasons to create games based on violence: the technology and gamedesign necessary to develop other sorts of games.
This video explains it very well (took me half an hour to find it -.-):
http://www.youtube.com/watch?v=wSBn77_h_6Q&list=SP44284B7F254B4024&index=13&feature=plpp_video Simply put: it's easier to develop and design games that are based on geometry than pretty much anything else - and obviously geometry-based challenges are perfectly suited for games involving combat. It's not that publishers and devs just don't want to develop games of a different nature, it's just that it's too challenging and expensive to create them. In fact the technology necessary to create a game that deals as well with say human relationships as shooters deal with combat is not available yet (and even once it will be available developing this kind game will be more difficult than a shooter).
Well, that's all i have to say on chapter 1. I hope you appreciate the effort I put into this. :3