The Witcher 3 doesn't hide what it's doing.
You accept a contract, get paid upfront, and kill the thing—but the game never forces you to investigate whether the creature deserves to die, it simply makes investigation free and killing profitable.
When you do dig deeper and discover a monster is actually sapient, sympathetic, or victimized, the game offers you a moral choice with no mechanical consequence either way. Kill it for the coin, or spare it and get nothing—the economics are unambiguous: mercy costs. This is the system arguing its philosophy.
Take the Griffin contract in White Orchard: you can slaughter it immediately, or ask around and learn it's defending a nest. The game treats both paths as equally valid—but only one pays. The Bloody Baron questline goes further, where you investigate a monster, uncover human cruelty underneath, and the "correct" choice nets you nothing while the "wrong" choice nets experience and coin.
Geralt himself articulates this reality because he's not wealthy and takes contracts because he needs to eat. The Witcher 3 builds this logic into its core loop—not as tragedy but as natural law, where morality isn't suppressed by the game's story but economically priced out of existence by its design.
Play through the Griffin contract and the Bloody Baron questline back-to-back, checking your coin total after each decision branch—watch how the game materially rewards you for not asking questions.
Read Chris Lepine's 'On Labor and Compromise in The Witcher 3' (2016) from Killscreen, which traces how Geralt's economic desperation shapes every decision in ways the narrative tries to obscure.