See, the thing is that designers can and do integrate heavily intellectual concepts into game design, but when it's done well the footprint is so light that you only recognize those things if you observe the game through that lens. Look no further than BioShock (as much as I hate to invoke that considered I loathed the game) for an example of some hefty intellectual business going on under the hood of a first-person shooter; the game's backstory and plot was a thorough deconstruction of Objectivism as a political theory, with some free will stuff thrown in, and you'd never known it unless you read about it or had already read Rand.mattag08 said:Reading a little too far into these games.
More likely these developers simply looked at the world around them and tried to mimic human nature as they saw it. The best media of any kind has always been that which was true to human nature.
More to the point, New Vegas was written by Chris Avellone -- the guy who wrote games like Fallout 2, Planescape: Torment, and Knights of the Old Republic 2. Look at any of those games and tell me there's not some deep intellectual stuff going on under the hood. The guy knows his stuff and integrates it well into the games he writes. Did Avellone sit down and decide when working on FO2, VB, NV, or the FO Bible "I'm going to envision a Hobbesian state of nature!"? probably not (especially considering the FO universe would be a poor reflection of a truly Hobbesian state of nature to begin with), but stuff like PS:T, KoTOR2, and (not Avellone's, but fits here) BioShock aren't created in a vacuum; a working understanding of the underlying concepts is necessary to craft a piece of work and translate it to an audience, while leaving a light enough footprint to not dominate the piece.