Jump to content
Sign in to follow this  
  • entries
    3
  • comments
    11
  • views
    3,653

The Meaning of Life and Your Game

BasharTeg6

984 views

Maybe you're not one of those people who sits around the fireplace, taking long, slow drags from your hand-carved wooden pipe, with wistful images of gods and morals and causality flitting about in your imagination, but if you haven't at least thought about the meaning of existence at least once in your life then you were clearly raised by rocks. You might, in fact, be a rock. And not coal either, because at least coal can burn passionately about something once in a while.

 

But even if you are a rock that happens to be able to create games, chances are your future players will have thought about intangible things like ideas and ethics and logic, or at least are capable of such things. We poor humans simply can't help ourselves! Philosophy is in our blood. Maybe philosophy IS our blood. What is blood? What is philosophy? What is... is? Anyway, I hope you get my point.

 

If you do not think philosophically about your game's story and environment, then other people will. You see this any time someone points out the plot holes in games, or stories in general (seriously, just RIDE THE EAGLES INTO MORDOR.) I'm not saying your story has to be 100% air-tight in order to be great (LOTR case-in-point,) but you should at least give some thought to the motivations of your characters, the actions and histories of various factions in your game, why lightning damages a boss when fire doesn't, etc.

 

But wait, isn't that just common sense? Why do we need to bother with philosophy? Here's the thing: common sense IS philosophy. A particular kind of philosophy, anyway. At its root, "common sense" is simply asking obvious questions instead of acting thoughtlessly. It is an appeal to logic in the face of limited resources (usually time.) So the best way to actually use common sense when you're developing your game is to STOP. Take a moment to think. What are my characters doing and why are they doing it? The more you do this, the more likely you are to avoid introducing plot holes into your story.

 

I should note that "common sense" is a bit different from "lore," which is basically all the things you're told to do or avoid doing without really being given any reason. For example, "don't stick a fork in an electrical socket" is lore, while "metal conducts electricity, therefore if you close an electrical circuit by shoving a metal object into an electrical socket, electricity will pass from the socket, through the fork, through you, and into the ground, probably causing you a lot of pain in the process" is common sense. The former merely gives instruction, hoping you trust the instructor enough to follow his advice. The latter questions the concepts and motivations of electricity, the properties of matter, biology, etc.

 

TL:DR; philosophy matters, so use it!

  • Like 2


6 Comments


Recommended Comments

This is great advice. I mean, the eagles are so much easier...
Oh, wait, not that. I mean the use of logic to explain logic and causality. I think this way all the time when writing one of my books. While writing for a game is different than for a book in many aspects, much of the core aspects (such as this one) is very much the same. Way to go BasharTeg6!

  • Like 1

Share this comment


Link to comment

I remember someone telling me about the eagles thing in LotR a few years after I had read the books and I was totally blown away. It's still one of my favorite book series (next to Dune) but I think learning about that has helped me appreciate just how complex stories can be and how much time and thought has to go into them.

 

I totally agree that games and books are different (games have the whole interactive component to them, after all) but yes, story-driven games and books share a great many similarities.

 

Also, I forgot to mention this website, which has proved to be quite handy in creating solid character motivations using logic: https://yourlogicalfallacyis.com/

  • Like 1

Share this comment


Link to comment

Hm, what a good blog read - the best one in a while to be honest.

 

I know exactly what you mean about the LOTR loophole, read the books years ago and since the movies where published quite a lot of people argued about that problem. Well, who cares anyway? There are some bugs in the Dune story fabric as well....I guess people always find something to rant over.

 

But: Overall it is what I call "holistic design" that is important. The "big picture". People (your fans, your players) notice very quickly if you managed to infuse "philosophy" into your project - or not. This instant degree of judgement is also true to all commercial titles out there: The fanbase instantly realizes if the concept is unique and original and well thought out - or not.

 

It is one of the most under-estimated partitions of game design: to create something that is of "holistic design" instead of throwing things together with even more things tacked on to it.

 

Good point - this deserves more discussion!

  • Like 2

Share this comment


Link to comment

Yeah, exactly. While the actual "fly the eagles into Mordor" thing is debatable as an actual plot hole, I used it for convenience... but in any case, it doesn't really matter whether it's a plot hole or not because so much thought has been put into the entire story that it is otherwise incredibly immersive.

Share this comment


Link to comment

I agree Malagar. Too many books and games (more so in games because of the interactive element) try to pump in more action to hold a persons attention instead of making a better story. That just seems like a cheap way to hold someone's attention because you really don't take anything away from it. Whereas a good story in a game will usually make you think more, especially if it is an intractable story where the decisions you make affects the outcome. A good story in a book will usually go into detail on the thoughts of all parties involved (of which most if not all of the characters have some sort of flaw), making you decide which character or groups of characters you like better. Then morality and thinking about philosophy come in.

Thinking like that in a game or book helps with applying to life and generally helps make better people in my opinion. I personally enjoy the company of complex thinkers, regardless of whether or not I agree with them, far more than the company of people who prefer to think along simpler lines. Again, personal opinion. Maybe others people prefer the types of people who will agree with what you say, regardless of whether or not they understand it, just because it sounds good. Lol, a small rant there. But it applies to the discussion I think, because this can again be reapplied to the stories. Ah, full circles.

  • Like 1

Share this comment


Link to comment

Rush, for that reason, one who loves philosophy is doomed to be unpopular, since he seeks and promotes Truth no matter who disagrees. The art of making friends and influencing people is to simply never disagree.

  • Like 1

Share this comment


Link to comment
×
Top ArrowTop Arrow Highlighted