If a game like Six Days in Fallujah is to have any value, it must come from adding something to that discussion. This isn't about taking a pro-war or an anti-war stance - although both are valid starting points, there are countless others. It's about making people think, informing them through their entertainment experiences, and commenting, as creators, on the media we create and the events we portray.
The alternative is that we simply beat our chests and declare that our latest simulation of war is the most accurate yet - championing beautiful graphics, realistic sound, lifelike physics, carefully researched weaponry and uniforms. If we go down this road alone, we are inviting players to turn off their brains and just enjoy the lovely war - and at that point, any moral high ground we may aspire to in debates with the likes of the Daily Mail is lost.
Game developers working on war games need to take a lesson from the creators of books and films on modern warfare. They always have a stance, something to say, a lesson they want the public to learn. This is what makes their work valid and relevant - and what separates it from the shameless war pornography peddled so often by newspapers and TV networks.