anyway.



thread: 2011-06-28 : Designing Philosophical Arguments

On 2011-06-30, Ry wrote:

I'm not sure I need to workshop my game here either.  I'm OK with "sometimes we want and we can't figure out how" especially if the "we" includes people who design games.  This discussion makes me wonder if the game that does this right won't be any fun to play... because it's no fun to be confronted by the places where anthropomorphism doesn't describe what we see in the mirror.

But I'm not trying to workshop here.  I'm looking for alternate guidelines for framing an issue like that into a game.

For example, here's the only guideline that's been effective for me:

Take the "thing" and try to express it in the game in a way that people can get hurt.

That's a start, but it's sounds like one of six or seven good rules for how to turn a philosophical point into a game.

I feel like we did something else in the last 10 posts but I'm having a hard time teasing out what the principles behind that are.



 

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