Aheh... thanks guys. Just have to work hard, hope the industry goes my way and meet people with money and open minds.
@Ginger: It may not be as much of an impasse as you think. The reason I picked games is because they are entertaining first - it make people a lot more receptive of a lesson if they're enjoying the package, you see. So I focus on making a fun game, but inserting something in it that makes you think. Like a game that's wholly escort-quest, but you only get a game over when the
child dies, not you (imitating the feeling of parenthood, in theory), or one where you're constantly told your goal ins't worth it in such a way as to make you fight harder, only for the goal to be revealed to be something you wouldn't expect (in the context of the idea you are fighting to rescue your captured love, only when you finally rescue them it turns out the player character was actually in a homosexual relationship - build the characters attachment, then spring that on them to see how they feel).
But yeah, games should always be fun first. But the nature of the medium means that we can introduce people to morals and experiences through the mechanics, and make them more powerful for it.