aderack: Someone should make a game where you’re a guard in a prison camp, just for the ethical questions. One that makes it really hard to do anything “good”, though not impossible.
aderack: Would be a good way for Rockstar North to break away from GTA.
aderack: Maybe get a little more serious.
Thom: yeah, that would have potential
Thom: maybe a reversal of The Great Escape
Thom: play as a Nazi guard at a POW camp
Thom: allow companies to use their WW2 game chops to make something interesting
aderack: By doing your job you’ll get promoted. By not doing your job you put your life in jeopardy. If you’re really clever you can seem to do your job while really helping the POWs — though what reward can that give you outside of your own satisfaction that you’re doing the best you can?
Thom: yup
aderack: Everything funnels you into helping you do your job, really. Not that hard, all things considered.
Thom: right, the player has to work harder to buck the system than to go along with it
Read the Half Life 2 article in issue of the Gamer’s Quarter.
In issue of Quarter of Game will to read article now should do!
Issue 3 that is. Heh.
Dhex. All becomes clear.
Yeah, that’s got some decent things to say.
Wouldn’t this just kinda be Schindler’s List: The Game?
Are you coming back to the forums? Things don’t feel right.
I don’t think so. Not until I’m good and ready, anyway. Still grumpy.
Sort of.
Except sometimes you’ll be assigned to, say, herd people into gas chambers.
Wouldn’t most gamers enjoy this? Look at the number of evil players in Black & White.
And if they do, would that mean the game is a success or a failure?
There are ways to make it uncomfortable, of course. Though I think it would work best if everything were just matter-of-fact. Not dramatized any more than necessary. It would take a special person to step back and realize what’s going on, and maybe to do something about it.
Which is exactly the point, isn’t it.
But if it’s just prison camp sim, why would anyone play? I don’t think a clean dry presentation could make people feel very uncomfortable. It would be a little like a glorified museum diorama. You could walk around and interact, but never feel involved.
Killing a virtual chicken pet made out of fifty blurry pixels would emotionally involve more people than pressing a button to send thousands of 3d chickens in a farm to their deaths.
So the ‘special person’, are they a gamer, more familiar with the concept of virtual worlds, and more likely to understand that they should be doing something? Or people who have never touched a game before, and therefore less likely to experiment for the sake of it.
These are kind of silly questions. It’s all in the design.