What We Could Do
I suppose to ask “what we could do” is to fly in the face of Pandoran morality. For that matter, there really isn’t much else that game designers could do either. When using Pandoran morality the Prime Pusher, the designer who forces the player to make poor moral choices, becomes the Pushed. There isn’t anything else to be done – to Push the player, you must Push.
Games like Infinifactory shake things up by changing the actions we are forced to take. Instead of shooting others with guns, we design the factories that make the guns (that will then be used to shoot others). Other games raise the stakes by pushing the player to commit exciting new atrocities - Modern Warfare 2's airport civilian massacre or Grand Theft Auto 5's torture simulator. The 'Oh Shit' moments must be regularly ratcheted up.
I suppose the most boring thing about Pandoran games is that they turn evil into one more mission objective, one more box to tick. An evil that the player must commit in order to continue just isn't that interesting. Call it "The Banality of Evil" or "The Banality of ‘Oh Shit’ Moments," but the effect is the same.
A Pandoran game may be necessary from time to time as new dominant genres and tropes emerge (SpecOps does it well), but the more of these subversions exist, they less impact they have. I love discussions of Free Will and Fate as much as the next person (rather more, I dare say), but it’s hard to get excited about games being all like “you had no choice but to shoot that one guy! Oooooohhhhhh! Okay, that was fun. Now go shoot another squadron of thinking, feeling beings.”