Submitted by Anonymous on Thu, 12/11/2008 - 22:53.
Thanks. I see what you mean about my post not being entirely related. I think I made the connection because of what you described as getting players to move "outside their comfort zone", and trying to have a positive effect on them.
I think the "comfort zone" often takes the form of simulated homicide, which reinforces a de facto falsehood, namely, that there is nothing to feel bad about in killing other people -- on the contrary, it's fun, and salvific to boot. Thus, opening the eyes of players to this falsehood, which is so ingrained in the culture, would be a way to do good.
I might write about this topic at greater length in the future, if I ever start a blog.
In any case, I'm looking forward to trying out your game when it's finished. I do believe it's possible to create a compelling game that presents violence without glorifying it. People respond to truth when they encounter it. The response at first might be to reject it, because the falsehood to which they are accustomed seems to them more comfortable, or because acceptance of the truth might require them to change their lives dramatically.
But a seed is planted just the same. Eventually, the contradictions that result from following a lie make happiness impossible.
Thanks. I see what you mean
Thanks. I see what you mean about my post not being entirely related. I think I made the connection because of what you described as getting players to move "outside their comfort zone", and trying to have a positive effect on them.
I think the "comfort zone" often takes the form of simulated homicide, which reinforces a de facto falsehood, namely, that there is nothing to feel bad about in killing other people -- on the contrary, it's fun, and salvific to boot. Thus, opening the eyes of players to this falsehood, which is so ingrained in the culture, would be a way to do good.
I might write about this topic at greater length in the future, if I ever start a blog.
In any case, I'm looking forward to trying out your game when it's finished. I do believe it's possible to create a compelling game that presents violence without glorifying it. People respond to truth when they encounter it. The response at first might be to reject it, because the falsehood to which they are accustomed seems to them more comfortable, or because acceptance of the truth might require them to change their lives dramatically.
But a seed is planted just the same. Eventually, the contradictions that result from following a lie make happiness impossible.