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"The game is not a didactic device that aims to teach a lesson about ecology, conservation, and the peaceful coexistence with nature, just like plenty of works
by pmoriarty 6y ago
"The game is not a didactic device that aims to teach a lesson about ecology, conservation, and the peaceful coexistence with nature, just like plenty of works of fiction do not address anything in the real world—they are simply figments of the author's imagination."
The concepts of Procedural Rhetoric[1] argues against this view of games.
"The term "procedural rhetoric" was developed by Ian Bogost in his book Persuasive Games: The Expressive Power of Videogames. Bogost defines procedural rhetoric as "the art of persuasion through rule-based representations and interactions, rather than the spoken word, writing, images, or moving pictures" and "the art of using processes persuasively."
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"Procedural rhetoric also views games as strongly rhetorical--we "read games as deliberate expressions of particular perspectives." The exploration of possibility spaces becomes rhetorical and instructive as soon as games make claims about aspects of human experience, whether they do so intentionally or inadvertently."
[1] - https://en.wikipedia.org/wiki/Procedural_rhetoric https://en.wikipedia.org/wiki/Procedural_rhetoric
- ajuc 6y agoYou can take the same set of rules and reskin it with the opposite narrative. So I disagree. The rules aren't persuading - the narrative is. In case of factorio the resking could be about evolving an ecosystem of plants, bacteria, fungi and animals that defend against invasions of robotic miners. Instead of pollution the determining factor that causes invasions would be biomarkers in the atmosphere (which alien probes notice and aliens send the robotized fleet). There are games like "Cards againt Humanity" or "Dungeon Keeper" where if you take the narrative seriously (which you shouldn't) - it's persuading people to kill everybody. But I'm pretty sure nobody went on a rampage because of these games :)