Kellee: We left Flower open to interpretation. We wanted an experience that was evocative enough to trigger an emotional response in the player, and open-ended enough to allow the player to bring their own backgrounds, political affiliations, memories, etc to the game. Part of the core experience of Flower is that interaction of the mind, which we find to be more valuable and meaningful to people, especially older gamers.
The only responsibility I think game developers have is to use their medium wisely. Interaction is a powerful medium, and it can be used to greatly improve the quality of life for many people. At TGC's offices, we often use the word "relevant" to describe an emotional goal for our projects. We strive to create video games that anyone can relate to and derive meaning and value. We respect our player's time and money and want to show that in everything we do.