- How to teach the player in a subtle way?
- We are aware that once people realize they are actively learning something during the game they will be significantly less interested in playing and keeping the game fun and interesting is the top priority. The educational aspects need to be subtle so that the player is overwhelmed with information, but we are not sure how to make the philosophy subtle in a way that the player still learns.
- The player might need to come to the game with some knowledge.
- One of the strategies we want to implement for the player to learn is that the player would gain and lose points depending on whether their actions were consistent with the philosophy. For that to work the player would need to have a slight idea what the philosopher would do in some situations. How can we teach the player a few things about each philosophy beforehand so that this strategy would work? Perhaps this idea just will not work out, but I would like to find a way to implement, maybe it is something for later levels?
- Philosophy is a large field.
- It seems unlikely that we could teach the player everything about all 4 philosophies that we have chosen. How do we decide what the most important aspects of each philosophy are?
These are some of the things that we are trying to solve at the moment.
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