This research paper was produced for my MA in Digital and Interactive Storytelling at the University of Westminster.
While there has been ample discussion of trauma narratives in games, much of it focuses on the trauma of being both a victim and perpetrator of violence. This article seeks to shift the focus from combatants to survivors of repeat victimisation by analysing representations of complex trauma. After reviewing current discourse on provoking empathy in games, I argue that blind choices can be a useful tool for helping players better understand the realities of repeat victimisation. Through textual analysis of 11 bit studio’s 2019 release, This War of Mine: Final Cut, and DONTNOD Entertainment’s 2020 Tell Me Why this article explores how games can intentionally restrict players' agency through blind choices and how this restriction can lead to increased compassion and allyship. 
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