When the system simply lets a person go through it with their own pre-existing expectations, that's the kind of play that doesn't show anything to them. But if a behavior has a different outcome (that doesn't match the belief), that can be deeply affecting.
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Back to the SotC/MonHun: SotC's systems and behaviors frames the hunt as a desperate murder, MonHun as a routine. Neither are training you to be killers. But, they demonstrate behavioral outcomes and thus beliefs about what these acts mean to the player.
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I think that's what makes *Player Choice RPGs* so potentially "heinous" to me. 'Bad Karma' is one thing, but it's -hard- to design something that skewers bad behavior without being didactic. How can we get players themselves involved in reflecting on their own play choices?pic.twitter.com/egy5uh6epo
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the "heinous" bit being when you can be a horrible, horrible person, even by the game's standards, and still a Hero. Bioware RPGs are the ones I'm thinking of here. (but mostly jade empire's final choice).
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I think the last thing I can say to this is that our play inside games can either simply be extensions of what we believe, or they can help us interrogate what we believe.
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| conceptual game designer | digital doomsday prepper | nichijou stan | award winning |