Comment author: ac3raven 19 September 2011 10:01:07PM *  2 points [-]

Well, what a coincidence, I'm making a game to promote rationality as well: http://lesswrong.com/r/discussion/lw/7ow/gameplay_art/

also an older post: http://lesswrong.com/lw/55z/a_gameplay_exploration_of_yudkowskys_twelve/

We are taking an "expression through gameplay" approach to ensure that the game remains fun. There won't be any text whatsoever outside of maybe titling the level when you enter it. It's a puzzle game, so it's going to ask the player to think in a variety of different ways. Thinking about how to solve problems is an important starting point for learning about rationality, and so we are trying to make the solution to the puzzle more meaningful than just "you succeed!"

visit our site http://shinyogre.com/

Gameplay Art

1 ac3raven 19 September 2011 09:30PM

This post is about the development of our game based on Eliezer Yudkowsky's "The Twelve Virtues of Rationality".

Are games art?

It's an interesting question, but it seems that most people who answer that question in the affirmative are--intentionally or not--subscribing to the "hybrid art" view.  That is, that games are art because they combine story-telling, music, and visual style; interaction with the system of the game is in service to the storyline, music, and visual style.

I don't like that.  Here is why:

"Art" in general is creative expression through a medium. The hybrid-art view treats gameplay as the icing on the narrative-musical-visual cake.  When it should be that gameplay is the cake, and everything else is the icing.

Gameplay, or interaction with the system of the game, is a  medium for artistic expression, just like paint is for paintings.  I don't think anyone can deny that interaction with a gun during a hostile situation reeks havoc on our emotions, or that interaction with a loved one can run the emotional gamut.  Interaction is powerful.

Games can take advantage of the power of interaction to be expressive.  The art of the storyline, music, and visuals ought to be secondary to the art of the gameplay.

Twelve Virtues

I believe that gameplay is a very powerful way to learn, and so the single most important design principle for our current project is expression through gameplay.  We want to convey the meaning of each virtue through gameplay. The player should be able examine the method by which they interact with the game to learn the meaning behind the virtue.

For example:

Point of no return

In our Curiosity level which is where the game starts, the player must follow a mysterious cat that appears.  Very early in the level, the player is faced with a "point of no return".  If they jump down to the ground, they can't ever go back to the starting area.  They must choose to follow the cat, or stay in their "comfort zone" so to speak.  They must embrace their curiosity, or ignore it.  If they choose to follow the cat, they will eventually discover a much larger area full of mysteries to be solved.

Comment author: FAWS 18 May 2011 09:56:23PM 5 points [-]

I am intrigued, but skeptical about the commercial potential.

In what form are you planning to release it? A browser game, an iOS/Android app, a (direct download?) PC game, all of the above?

Comment author: ac3raven 20 May 2011 02:05:12AM 0 points [-]

Right now it will be a direct download Windows game. We are exploring the possibility of a browser version as well.

Comment author: Pavitra 18 May 2011 11:57:52PM 2 points [-]

This works rather well -- but only if the game does not instruct the player to do so.

Comment author: ac3raven 19 May 2011 12:16:23AM 14 points [-]

Aside from telling the player how to play, our aim is to avoid telling the player what to do. Our belief is that the game mechanics in combination with the level design ought to be sufficient for guiding the player toward the objective.

We've discussed the 12th virtue extensively and I think we've settled on a very nice way of handling it.

Comment author: Vladimir_Nesov 18 May 2011 08:26:50PM *  11 points [-]

Therefore, rationality is a core component of game playing.

Also, of cooking.

Comment author: ac3raven 18 May 2011 08:35:19PM 4 points [-]

Like I said: any well-defined system can be turned into a game. I wonder how many more people would enjoy cooking if it were "gamified".

Comment author: Normal_Anomaly 18 May 2011 07:27:40PM 3 points [-]

This sounds really cool. Are you intending it to teach rationality at all, or just to be fun and promote the concept? It sounds like the latter, but that's still a good thing.

Comment author: ac3raven 18 May 2011 08:08:52PM 3 points [-]

We are trying to make a fun game that promotes the concept, and I would say that is the best way to engage players, thus opening up their minds for learning.

A Gameplay Exploration of Yudkowsky's "Twelve Virtues"

43 ac3raven 18 May 2011 06:56PM

Hello Less Wrong, this is my first post (kind of).  I belong to a small game development company called Shiny Ogre Games.  We have a vested interest in making games that, as Johnathan Blow puts it, "speak to the human condition."  I am here to announce our next project for you.

In this announcement for Shiny Ogre's next project, There are two points to address.  Firstly:

Thought is a process like any other. The methods by which we think can be identified, specified, defined, categorized and even predicted.  One method of thinking that has been thoroughly defined is rationality.  Many would consider rationality (i.e. the careful exercise of reason), to be an essential path toward enlightenment (hence this).

Secondly: The objective, logical, and mechanical approach to reason that rationality takes, meshes nicely with game development, because any well-defined system can be turn into a game.  A game is a system composed of players making decisions while considering objectives, governed by a rule set.

Where there is no decision there can be no game.  Where decisions matter, a game can make them matter more.

Therefore, rationality is a core component of game playing.

Games are learning tools.  They are perhaps the best learning tool available to humans, because they invoke our biological tendency to play.

With that said, our announcement:

We're making a video game about rationality.

The game will explore rationality in the context of Eliezer Yudkowsky's "Twelve Virtues of Rationality" (which we have permission for).  From a narrative perspective the game takes place inside a mind on the brink of epiphany and will heavily feature themes from Plato's "Allegory of the Cave".

Yudkowsky's twelve virtues are the basis of the twelve levels in the game, and will feature each virtue in metaphorical form.  The underlying message here is that if you master all of the twelve virtues (by completing all of the twelve levels), you will achieve 'epiphany'.

The game is a 2D side-scrolling puzzle-platformer.  The player assumes the role of a figure that represents his/her own conscious mind while it constructs machines (ala "Incredible Machine") that are a metaphor for the thoughts and concepts that one would create while meditating on a complex problem.

We will update our progress and share development information on our website here, as well as with posts on Less Wrong, our twitter account, and the game's website.

You can expect discussions of design decisions for this project to be written frequently from the angle of game design theory.  We may also release a small documentary film of the development process after the release of the game.

A release date has been set (and its not too long from now), but I don't want to announce it just yet.

Here is some concept art for our Curiosity metaphor (you can view more art at our website linked above):

If you're interested, just upvote and/or comment.  If you have any specific queries related to this project or about game design in general, it would be cool if you went here.

We will be sharing our progress as we make this game over the next few months.  So pay attention to Less Wrong and/or shinyogre.com for updates.

Thanks!

 

Comment author: ac3raven 26 April 2011 03:37:26AM *  5 points [-]

I'm making a game about rationality that could possibly serve as an activity for these kinds of camps. But I don't have enough Karma to post about it here. You can read a bit about it here:

http://shinyogre.com/2011/04/08/a-gameplay-exploration-of-yudkowskys-twelve-virtues/

and here:

http://shinyogre.com/glenn/2011/04/13/designing-epiphany-note-1/

The game is currently in the prototyping phase.

I think that game playing as well as game development can be powerful tools for learning in general, and my goal with this game is to craft a learning experience with a narrative that is heavily laced with metaphor.

Comment author: wnoise 14 April 2011 08:34:24AM 1 point [-]

For those who want a program that does this well, I find that "mplayer" is decent at speeding up the things it plays. '[' and ']' alter the speed, and the intial speed can be set with eg. "-speed 2.0" on the command line, though I find that too fast.

One generally wants to correct for pitch changes with the "scaletempo" audio filter. This can be enabled with "af=scaletempo" in a config file, or "-af scaletempo" on the command line.

(One can also use the "mencoder" version of this to create sped-up files for use on other devices).

Comment author: ac3raven 14 April 2011 02:32:23PM 1 point [-]

Audacity also works for this purpose.

Comment author: ac3raven 13 April 2011 03:02:01PM *  2 points [-]

One of the most profound influences for my rationality, has been: http://www.youtube.com/watch?v=hVimVzgtD6w

View more: Prev | Next