Morality Systems This week, we discuss morality systems in games: from the simplest, binary choices in Bioshock, to the non-linear, complex, and unpredictable branches of Detroit: Become Human, morality systems have been a tool used by game developers for ages to evoke emotion, create disparate narratives, and make their players feel like paragons of virtue and heartless villains. Do you go for the morally-bankrupt, but often rewarding, options, or are you “Lawful Good”, choosing your own mor...
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Morality Systems This week, we discuss morality systems in games: from the simplest, binary choices in Bioshock, to the non-linear, complex, and unpredictable branches of Detroit: Become Human, morality systems have been a tool used by game developers for ages to evoke emotion, create disparate narratives, and make their players feel like paragons of virtue and heartless villains. Do you go for the morally-bankrupt, but often rewarding, options, or are you “Lawful Good”, choosing your own mor...
This week, Katie picked yet another topic she didn’t really understand well, and maybe we all will understand it a smidgeon better by the end. Maybe… Teleological thinking is “means to an end” kind of thinking, and non-teleological thinking is more like “the journey, not the destination” thinking. We discuss the way these two kinds of thinking can influence the games we play and how we play them, and also, and also a rather-longwinded discussion of how the way one approaches gaming relates to...
Overthinking Games
Morality Systems This week, we discuss morality systems in games: from the simplest, binary choices in Bioshock, to the non-linear, complex, and unpredictable branches of Detroit: Become Human, morality systems have been a tool used by game developers for ages to evoke emotion, create disparate narratives, and make their players feel like paragons of virtue and heartless villains. Do you go for the morally-bankrupt, but often rewarding, options, or are you “Lawful Good”, choosing your own mor...