Ok, I have taken most of your contributions taken into consideration. Thanks for the effort!
F4LL0UT: Civilians in wargames This one has taken a lot of work, and I haven't even finished.
F4LL0UT: 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.
It is not terribly complicate to create AI that runs and hides from a tank or surrenders when the odds are minimal. They can even throw some interesting dialog at the player in the vein of "Get out of my country" or "you can't defeat us because our cause is noble" or whatever goes with the theme. Depends on the tone of the game (I'm not against the existence of mindlessly violent games per se), but even in the silliest, less mindful games there is a lot that can be made so the enemies are not completely suicidal and the only possible progress path is to kill them all.
F4LL0UT: Your sandbox proposal Therefore I think that you should scrap that example for a solution.
Good idea. It seems I didn't think about it too much.
Did I talk about shooter in particular? Anyway, I have reworded it so there is no need for sources. I believe there is an obvious excess of violent and mindlessly violent games, and the fact that, as common knowledge says, big publishers are all about reducing risks, pitching violent games should be way easier.
By the way, EA releases around 5 shooter per year (including Mass Effect and Dead Space, which are shooters to an important extent) and Activision does have plenty of shooters too (CoD, James Bond licenses, Singularity and Transformer). And that is only the shooters, violent games in general are even more.
F4LL0UT: Reasons to design a violent game Well, I have a hard time to understand why combat is the easiest way to design a game based on the idea that computers are well suited for space simulation. My opinion is that more violent games are done because a) we live in the culture of spectacle, everything has to be action oriented and as explosive as possible and that sells because psychology and b) violence began as a common theme on a medium highly focused on male teenagers and, as the medium became more industrial, this theme was kept in order to recycle all the technology and ideas already developed, regardless of its aging audience. b is basically "games are cheaper to make if they are violent", which is the summary of what you and Chris say. Although he presents it as an excuse: developers just have to do violent games because technology.
But it is not true at all. Imagine if video games had focused on platforming and imaging that more effort had been put on platforming in 3D. Now we would have plenty of games in which the feeling of platforming in 3D was completely polished. Mirror's Edge and Assassin's Creed work pretty well. Why did Mirror's Edge needed so much violence? Why is Uncharted series not about a guy who has no idea about guns or fighting but still does a lot of climbing and putting himself in "spatially complicated" situations to find treasures? Why are there no more triple A games like Portal?
We can talk about adventure games too, in particular graphic adventure games. How are those games technically difficult to make? They are not, but they did not sell too well, because killing and shooting was easier to market than "use your brain and take your time". So big publishers just killed them. And there is no reason why graphic adventures could not have evolved to a more space-based gameplay (in the vein of Thief or Penumbra, maybe).
Not convinced on the "violence because technical reasons" argument, sorry, although the video made me think hard.