In the end we tried to figure out the micro/macro aspects of the story, but that is also difficult so there isn't much new stuff to report on this week.
A few days later we thought we had finally figured out what each philosopher would do in trolley car 1, until we stumbled across an article that threw a wrench in the whole business of the objectivist. We are taking it under consideration.
Lens 4- The Lens of Curiosity
- what questions does my game put into the player's mind?
- what is the correct thing to do in a variety of situations?
- what would the objectivist/kantian/utilitarian do in this situation? and is that the correct thing to do?
- what am I doing to make them care about these questions?
- their score depends on how well they understand these questions
- what can I do to make them invent more questions?
- include more puzzling situations
- introduce more philosophers
Lens 5- The Lens of Endogenous Value
- what is valuable to the players in my game?
- gold, minions and score
- how can i make it more valuable to them?
- in addition to getting minions for good score, the player could also lose minions for bad score
- score is based on consistency to the philosophy
- I am not sure how to make it more valuable, yet
- what is the relationship between value in the game and the player's motivations?
- the puzzles will be easier to complete with more minions, which the player will get from doing the earlier levels well enough to score high
- the player will see his/her score out of the total possible score, so not wanting to feel lame is motivation
Lens 6- The Lens of Problem Solving
- what problems does my game ask the player to solve?
- this game is full of problems to be solved (trolley car problems)
- it also asks the player to solve them from different perspectives
- are there hidden problems to solve that arise as part of gameplay?
- yes
- as the story develops problems arise from the philosophies that the player did not choose at the beginning
- but I am not sure of what they will actually be, or how the player can overcome them yet
- how can my game generate new problems so that players keep coming back?
- there are oodles of trolley car problems and different variations that will make the player pause and reconsider what they thought they knew about each philosophy
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