We have decided (at least for now) to have the player play the first three levels without any instruction and not assigned to a philosophy. After the first three levels we will assign the player to a philosophy. The new story supports this idea and it is set up in such a way that it does not seem like a test (even though it is). The assignment to a philosophy is based on actions the player does in the first three levels. So it goes like this:
- the game starts(yay!)
- the player is in level 1 (there is no longer a tutorial)
- there are no instructions
- we monitor the actions of the player
- based on those actions they are grouped into one of the philosophies
- then they learn more about that philosophy and have to be consistent with that
The best part is that the way the new story is set up, all of that makes total sense and (ideally) noone would question why any of that is happening, but more on the story next week.
Because the assignment is based on the actions in the first few levels we had to decide exactly what actions would constitute each philosophy. In order to do that we created a list of priorities for each philosopher. We then used that list to create an action path for each philosopher in each level; it is rough sketch rather than a rigid set of rules. Whichever path the player matches with the most will be the philosophy they get placed with. Some of the priorities had to be exaggerated from the original ideals of the philosophy, but that is to be expected since it is a game.
Priorities of each philosophy
This is intended to be a rough guideline for the philosophy. For example, the priorities of Objectivism might be something like speed, independence, absolutism and happiness, but most of those would not be priorities of Kantianism. Some of the priorities of Utilitarianism would include happiness and community, but not independence of absolutism.
Since one of the priorities of Objectivism is speed, we would monitor how long it took the player to go through the level (if the player explored the whole level it would take longer than if the player just breezed through quickly).
Because the assignment is based on the actions in the first few levels we had to decide exactly what actions would constitute each philosophy. In order to do that we created a list of priorities for each philosopher. We then used that list to create an action path for each philosopher in each level; it is rough sketch rather than a rigid set of rules. Whichever path the player matches with the most will be the philosophy they get placed with. Some of the priorities had to be exaggerated from the original ideals of the philosophy, but that is to be expected since it is a game.
Priorities of each philosophy
This is intended to be a rough guideline for the philosophy. For example, the priorities of Objectivism might be something like speed, independence, absolutism and happiness, but most of those would not be priorities of Kantianism. Some of the priorities of Utilitarianism would include happiness and community, but not independence of absolutism.
Since one of the priorities of Objectivism is speed, we would monitor how long it took the player to go through the level (if the player explored the whole level it would take longer than if the player just breezed through quickly).
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