To stay with the metaphor, I think the ocean is really big and raising the waterline is a waste of time relative to making fountains in key places.
One rationality related message that I've long wanted to see incorporated into video games...
While it's important to look for creative solutions to dilemmas, sometimes you really just have to shut up and multiply. I mostly follow RPGs, and both Eastern and Western types tend to reward idealism; whenever you're given the option to refuse to make a sacrifice, or to accept anything less than perfect achievement of all your goals, the refusal leaves your characters better off, no matter how risky a plan it requires them to enact. Your characters are never puni...
Point two: Using games to raise the sanity waterline.
My first game was/will be a bust in terms of this, but the idea itself is not without merit, but I don't want to start discussing game design in this post. What I am looking for are people who are interested in making this happen, whether by doing art, programming, design, PR, or contributing resources: connections, expertise, and/or funding.
I have:
Nice-looking graphics, looks like it took a lot of work, congrats! It's not my favorite genre of games, but it looks nice.
I've jotted down a dozen rationality-teaching game concepts, and may implement some if time allows - someday, maybe (It's not very high priority at the moment, and I still need to flesh out some stuff and figure out some snags). I'm much more interested in using game mechanics to teach specific thinking skills (I agree poker is a good example).
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...
My first game was/will be a bust in terms of this
Do you mind explaining why you think that was the case?
I am officially trained in computer animation. I've put in at least 10,000 hours of self-motivated practice in board games/card games/role-playing games. Eventually I met Dave Arneson (co-creator of Dungeons and Dragons) and asked him what he thought about designing RPGs as a career choice. And he said "heh, kid, make video games."
This... was sad. But basically matched up with a nagging doubt I had had for a while (pen-and-paper games is a grossly saturated market and hard to economically get lots of playtesters for). So I started working on com...
I'll be moving to the Bay Area in the next month, so I would love to meet up with anyone who is sincerely interested in working on this.
I'd be interested in this, although I'm not sure whether I will have time or how useful I would be. I'm good at math, and adept at programming algorithms (novice on Project Euler), but I have almost no game or software design experience.
It would take a lot of prodding to get me to play a game with such unprofessional graphics. What I'm saying is that if you want this game to be taken seriously at all, it needs better art. Maybe have more retro pixely stuff as an option, it might cut down the workload a bit for whatever artist you decide to hire.
I have one suggestion. I would change the name to simply, "Girl with a Heart" or something similar. Having the syntactically incomplete phrase "Girl with a Heart of" is really awkward for me to read and handle, as my brain is looking for it to be completed, in an annoying way. I get that it's part of the gameplay, but having a name like that is very uncommon, and could cause problem with the game spreading. For example, if someone says to their friend, "Hey, I just found this game called 'Girl with a Heart of' ", then the list...
There are two points which I want to cover here. First is about my own game, and second is about raising the sanity waterline through games.
Point one: "Girl with a Heart of"
It's been over a year since I found LW community, and as soon as I finished the Sequences I realized I want to dedicate my life to making games that raise the sanity waterline. I've started working on a game to do just that in January 2011. The game is called "Girl with a Heart of", and it's very close to being done. In this game I wanted to present the idea of recursive self-improvement in a way that's intuitively accessible to an average person. I don't think I've succeeded, but I'll leave the discussion of reasons behind that for postmortem. Suffice to say, presenting ideas in text, even if they are part of a game, doesn't make them more intuitive. In fact, the player might as well just read the original article/post.
You can see screenshots of the game here: http://bentspoongames.imgur.com/girl_with_a_heart_of
For the most part, the game is just a choose-your-own adventure game. There is a lot of dialog. There are many various ideas, which I took from LW posts, and you'll probably recognize most of them when you play the game.
I've also started a Kickstarter project to help me finish the game: http://www.kickstarter.com/projects/bentspoongames/girl-with-a-heart-of
This is a nice way to preorder the game if you are interested. However, no money will be charged unless the fund goal is met. (If people object to this link, I can remove it.)
I am not asking you for donations, since most people on LW donate to causes that are a lot more important, but I will ask for support. If you have friends that like adventure games, or you have friends that like reading, then let them know about this game. Follow the game - and myself - on Facebook and Twitter. That's where I'll be posting updates about the next game I'll be working on.
Point two: Using games to raise the sanity waterline.
My first game was/will be a bust in terms of this, but the idea itself is not without merit, but I don't want to start discussing game design in this post. What I am looking for are people who are interested in making this happen, whether by doing art, programming, design, PR, or contributing resources: connections, expertise, and/or funding. For me, this will be a full time job (if I can get funding/money) and my primary goal for the near - and I hope far - future.
I'll be moving to the Bay Area in the next month, so I would love to meet up with anyone who is sincerely interested in working on this. And even if you don't live in the area, let me know either way, and we can work together remotely.
Not everyone likes reading, and not everyone can learn the ideas from the way they are presented in the Sequences. I want to take those very basic ideas, and present them in a different format, which I hope will be more accessible, fun, and, in the end, more fruitful. Think HP:MoR, but in game form. My goal is to build a community of people who are interested in building games that leave the player with tangible, useful knowledge and skills. My goal is to create lots of games that people can play for fun, while receiving measurable benefits (in my case: rationality training). These games might even be used for training basic skills in rationality camps. During this year's mini-camp a lot of people, including myself, praised poker for its lessons in rationality, but we can easily create a game that focuses a lot more on those skills.
I am very curious to hear your thoughts on this, whatever they might be.