Image Credit - Steam

Trolley Problem Becomes A Game

August 7,2025

Arts And Humanities

From Philosophy to Farce: A Moral Dilemma’s Journey to the Internet and Video Games

An out-of-control trolley is rushing toward five individuals secured to a railway line. Nearby, you can operate a lever to switch the trolley to an alternate line, where a single individual is secured. Operating the lever rescues five people but results in one death. Taking no action means five individuals will die as a result of your passivity. For more than half a century, this stark choice has been a central part of moral philosophy, a philosophical exercise crafted to decode our ethical impulses.

This ethical puzzle, which came to be called the trolley problem, has since broken free from academic circles. It evolved into one of the most versatile and ridiculous online jokes. This dilemma, now decades old, is embarking on a new chapter. An unusual indie game, The Trolley Solution, has now captured its spirit, reframing the philosophical puzzle as a form of interactive comedy. This latest version challenges the player's intellect and moral intuition in equally bizarre ways.

A Philosopher’s Quandary

Its origins trace back to 1967 with Philippa Foot, a philosopher from Britain. She proposed the first scenario not to spark a viral trend, but to investigate a sophisticated ethical idea. Foot was studying the ‘doctrine of double effect’, a moral framework that differentiates between intentional harm and harm that is a foreseen byproduct. Her analysis explored if it is ethically distinct to cause a death as a direct way to achieve a goal compared to causing death as a secondary result of rescuing others.

Foot's philosophical exercise was not meant to have an easy answer. It brought to light the friction between two dominant traditions in ethical philosophy. The utilitarian viewpoint would favour pulling the lever, since preserving five lives is a better outcome than losing one. In contrast, a deontological perspective, which emphasizes moral obligations and rules, could contend that activating the lever makes one a direct cause of death, breaching a core moral obligation to avoid taking a life.

The Problem Gains Complexity

This ethical puzzle could have stayed a specialized subject for academics, were it not for Judith Jarvis Thomson, another philosopher. During the 1970s and 1980s, Thomson built on Foot’s analysis, coining the dilemma's current name and adding fresh scenarios. She is credited with popularizing the most recognized alternative: the ‘fat man’ problem. In this version, you are standing on a footbridge above the railway as the trolley speeds toward the five individuals.

Beside you is a large man whose physical size is enough to halt the trolley. Is it right to shove him onto the railway line to rescue the five people? Most individuals perceive this act as morally different from using a lever, despite the identical result. Thomson’s scenarios underscored the subtleties of our moral intuitions. They demonstrated that our choices are influenced by more than just arithmetic; the nature of the act matters. The direct, physical act of shoving someone feels more repellent to many than the impersonal motion of a lever.

From Serious Debate to Internet Shit-posting

During the 2010s, this ethical quandary veered off its scholarly path and collided with online culture. Its straightforward, graphic nature provided ideal source material for memes. Internet forums and social networks were soon inundated with ever more outlandish takes on the dilemma. A picture could depict the track circling back to eliminate the lone individual after the initial group. In another, a figure from popular culture might stand in for the trolley.

The structure served as a blueprint for social and political critique, frequently delivered with a bleak, cynical wit. The severity of the initial puzzle was repurposed into a platform for absurdity. The developer notes the puzzle presents a weighty topic through a comically absurd lens. He also mentioned that, using internet terminology, it offered open territory for satirical posts.

Trolley

 Image Credit - Steam

A New Interactive Era

The Trolley Solution marks the third stage for this lasting philosophical exercise. It has progressed from a philosophical idea to a viral meme and now to a form of interactive fun. This game does more than just ask for a lever to be pulled. It envelops the central puzzle in a collection of surreal mini-games, each adding a strange element that sends the original scenario in a new direction. The developer, byDanDans, embraced the sense of absurdity that online users found so compelling.

Each level offers a fresh perspective on the well-known setup. While a trolley and lever are constants, the circumstances are never the same. In a single level, the player is tasked with reconstructing the track from fragments, racing against time. A different level involves helping a commuter regulate their mood by managing serotonin spikes from browsing social media. The game continuously alters its own conventions, keeping the player engaged and preventing the main joke from becoming predictable.

A Bizarre Visual Novel

Among the game's surprising turns is a brief visual novel. This section re-imagines the ethical choice as a romance between a Japanese schoolgirl and a conscious tram. The tram, however, harbours a deadly animosity for the girl's rival from high school, placing the player in an exceptionally odd situation. This storytelling detour serves as a prime illustration of how the game uses the ethical puzzle as a foundation for inventive and funny situations.

This adventurous spirit is fundamental to the game’s design ethos. The creator’s efforts were on transforming the central concept into the most eccentric and captivating versions imaginable. The objective was to create situations that were not merely humorous but also provided a novel interactive challenge. This method concedes that the basic jest of the trolley dilemma is already widely recognized; the entertainment is found in the novel ways it gets presented.

The Developer's Design Rules

The making of The Trolley Solution followed a firm quartet of principles that byDanDans established. The first was that each mini-game needed to provide enjoyment. The second required it to have a thematic link to the ethical choice that was its source. The third principle was a dedication to originality: every level had to introduce an element the player had not encountered in other games.

The last and most vital principle was to consistently defy what the player anticipated. The creator noted that numerous initial concepts were rejected for being too “bland” or “unfunny.” It wasn't sufficient to simply state the problem; the game needed to engage actively with the player’s comprehension of it. These foundational ideas are what keep the game from feeling like a repetitive gag, elevating it to an anthology of creative and startling interactive vignettes.

A Gimmick with Charm

One can easily label the game gimmicky, a label its creator would probably not dispute. The Trolley Solution is, fundamentally, a long-form interactive comedy series revolving around one central gag. It is successful, however, because it possesses a certain appeal and, importantly, it is aware of when to conclude. Every mini-game is short, with playtimes ranging between several seconds and a few minutes.

The menu for choosing levels hints at a brief overall playtime, which allows the gags to be effective before the concept grows tired. This design makes the experience feel less like a dense philosophical study and more like an amusing, captivating diversion. It is mindful of the player's time, offering a steady flow of smart and witty concepts. The game's charm is in its swift succession of creative, short-form ethical challenges.

Made for the Social Media Age

The game's construction is seemingly optimized for the contemporary internet. Its comedy is steeped in the vocabulary and weirdness of online life, which makes it immediately familiar to people who know the trolley problem memes. The brief, impactful mini-games are perfectly suited for sharing on services like TikTok and Twitch. They are easy to grasp visually, even for an audience with no gaming background.

The creator, byDanDans, acknowledged this was a deliberate decision. He expressed a wish to build something that was simple to begin and complete, reacting to comments that his earlier titles were excessively complex and challenging for many. With The Trolley Solution, the objective became to create a game with universal appeal. This ease of access is vital for its popularity in a time when games often gain traction through viral snippets and social network phenomena.

An Unconventional Approach to Morality

"Enjoyable" is a peculiar word to use when discussing a life-or-death predicament. The game's funny and frequently casual manner intentionally avoids the deep moral gravity of the subject it is based on. It does not aim to offer solutions or advocate for a specific ethical view. It instead employs the trolley problem as an instrument for bizarre humour, encouraging players to find the odd situations amusing rather than distressing.

This cheerful attitude is mirrored in the creator's own answer to the original dilemma. When questioned about his choice, byDanDans did not select one outcome over the other. He opted to bypass the philosophical limitations entirely. He stated he would look for the path with the least legal trouble, phone the authorities, and try to free the individuals from the tracks. This outlook, much like his game, dismisses the strict constraints of the philosophical exercise, opting instead for a creative and practical answer.

Trolley

Image Credit - Steam

The Broader World of Ethical Gaming

The Trolley Solution belongs to an expanding category of indie titles that employ interactive platforms to examine difficult ethical issues. Though its style is humorous, it has common ground with more sober games such as Papers, Please, where players assume the identity of a border official making tough choices about admissions to a made-up nation. Another such game is This War of Mine, which looks at the moral trade-offs necessary for survival in a city ravaged by conflict.

These games, each in its own fashion, showcase the distinct capacity of interaction to involve players in hard choices. In contrast to a novel or a movie, a game demands that the player take an active role. Players are not merely watching a quandary unfold; they bear responsibility for the result. The Trolley Solution wields this capacity for comedic effect, yet it still compels the player to decide, no matter how absurd the circumstances.

A Solo Creator’s Vision

The game is the creation of one developer from Chile, a detail that underscores the worldwide, accessible character of contemporary game creation. Services and stores like Steam empower single creators anywhere on the globe to develop and share their concepts with a vast player base. Individual development frequently permits more distinctive and personal works that might not get the green light in a major corporate studio setting.

This artistic liberty is apparent in all facets of The Trolley Solution. Its singular fusion of philosophical parody, oddball comedy, and diverse play styles has the feel of a single person's clear vision. The game serves as a testament that a compelling, amusing concept can attract a following, irrespective of the development team's scale. It is a shining example of the offbeat and inventive games at which the independent community excels.

Reception and Player Feedback

Following its launch, The Trolley Solution attracted a grateful player base that connected with its particular style of comedy. It is offered on the Steam store for PC, where it drew many wishlists from people captivated by its initial gameplay trailer. First reactions from players frequently pointed out the game's straightforward yet potent comedic foundation. Many have lauded its inventiveness and the smart ways it reinterprets the core jest.

Nonetheless, a number of players have pointed to its brief duration, as the core game can be finished in less than two hours. Although this conciseness is a feature of its design, it has been a source of debate for some who anticipated a more extensive playtime. The game's comedy has also been called niche. It connects most effectively with those already acquainted with the online jokes about the ethical puzzle and the bleak, philosophical humour it uses.

The Enduring Appeal of the Problem

What makes this 50-year-old philosophical exercise so captivating? Its strength is found in its directness and severity. The trolley problem condenses a moral decision to its most fundamental components, requiring us to face our deepest intuitions. It does away with the intricate and unclear aspects of real-world ethical choices, offering a neat, straightforward decision between two bad results.

This lucidity makes it a potent instrument for introspection. It obliges us to consider what we genuinely prioritize: the maximal benefit for the most people, or loyalty to unbending moral principles? Its adaptability is proven by the fact that it can be transformed into a weighty philosophical argument, a foolish internet meme, or a funny video game. The Trolley Solution offers new evidence that this classic philosophical vehicle still has plenty of momentum.

A Reflection of Our Times

The evolution of the ethical puzzle from a scholarly text in 1967 to a modern indie game reveals much about cultural shifts. It mirrors a movement toward participatory amusement and a form of humor that is inward-looking, strange, and frequently grim. The game's popularity demonstrates a demand for material that is at once clever and playful, capable of tackling important topics without excessive gravity.

The Trolley Solution is an artifact of the current era. It is a game conceived from internet meme culture, built for social media circulation, and brought to life by a single developer with an original comedic perspective. It establishes that even the weightiest moral dilemmas can be investigated through amusement. By making a dark choice a font of entertainment, the game does not diminish the philosophy; it merely presents it to a fresh audience in a dialect they are fluent in.

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