anyway.



thread: 2011-06-28 : Designing Philosophical Arguments

On 2011-06-28, Ry wrote:

Ben, I see what you're saying - create deep situations and you'll naturally find philosophy there.

But I think some of these are trickier - for example, I can't imagine addressing the conscious vs. unconscious without deliberately going for it.

I mean, normally when I talk for my character I'm using my conscious brain to direct what my character's conscious brain does. If I add some mood I can suggest my character's unconscious. But I never have to face the otherness of the unconscious. I also don't have to see how I lionize myself in my personal narrative.  Those things stay implicit like they already are in life. So my game isn't "about" our self-knowledge the way Xxxxtreme Street Luge is 'about' microcelebrity.



 

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