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atucker comments on Designing serious games - a request for help - Less Wrong Discussion

10 Post author: taryneast 22 March 2011 11:29AM

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Comment author: atucker 23 March 2011 12:51:52AM *  3 points [-]

This reminds me of a game where you explore a sandbox world, in which most players choose to harvest and rearrange the blocks that make up the terrain in order to build whatever they decide they should build.

At night, monsters come out and attack you, so you should build a protective structure or have weapons and constant vigilance.

Specifically,

  • It has a procedurally generated world.
  • The player is the only intelligence.
  • Things are pretty hard, and there's no leveling up to make it easier. It takes a while to physically reshape the world into what you want.
  • Its super brutal. Like, an improperly controlled fire will burn down a forest, and probably kill you while you're trying to put it out. And there's lots of ways to kill yourself and generally ruin everything.

Its also a timesink that I wasted a week or two playing before quitting, so I'm ROT13ing its name. zvarpensg. In case you're interested. It's also behind a paywall and pretty buggy, so hopefully that will discourage long-term casual play.

EDIT: Its not particularly rational, but it does have a lot of the traits mentioned.

Comment author: Normal_Anomaly 23 March 2011 01:15:36AM 1 point [-]

I know someone who plays this game constantly. It's fun, but it doesn't seem like a rationality builder. Said obsessed person doesn't think it's taught ver anything really useful.

Comment author: atucker 23 March 2011 01:19:39AM 1 point [-]

Agreed. It's not particularly rational, but it just had the qualities described.

Comment author: kpreid 23 March 2011 09:12:42PM *  0 points [-]

I think it may have some small benefit in practice-of-thinking, if you get into mechanism building:

  • Solving problems in digital logic and 3-dimensional spatial layout.
  • Planning for sufficient space available for a mechanism, especially if you want it hidden in walls between rooms and no bigger than necessary.
  • Debugging.

But the majority of the time spent is probably no better than any other grinding.

Comment author: Alexei 25 March 2011 06:18:47PM 0 points [-]

A simple version of this would be the GROW flash game series. Here is one