We are taking an “expression through gameplay” approach to ensure that the game remains fun. There won’t be any text whatsoever outside of maybe titling the level when you enter it. It’s a puzzle game, so it’s going to ask the player to think in a variety of different ways. Thinking about how to solve problems is an important starting point for learning about rationality, and so we are trying to make the solution to the puzzle more meaningful than just “you succeed!”
Oh, cool, I just posted a comment to your new article, not realizing you had a comment here.
Puzzle games are everywhere, but they only make you better at solving those exact puzzles (or very similar ones). The player doesn’t carry that knowledge out of the game and into the world. I want to make games that teach skills that the player can apply to the real world.
I’ll keep in touch, and let you know what my next project will be. May be we can pull our resources together and make it happen.
Puzzle games are everywhere, but they only make you better at solving those exact puzzles
On a previous article I posted here, a user asked me if it was going to be an educational game or just one that promotes rationality. For your reason above, we are designing the game mostly to promote the concept of rationality, rather than teach it.
Johnathan Blow had this to say about puzzles:
“A good puzzle to me is one that when you understand it, you not only understand the solution to the puzzle, but that also illuminates something else that you hadn’t thought about that is some other part of the larger world.”
This is essentially what we are trying to do with our virtue puzzles. I think our Perfectionism puzzle illustrates this beautifully, but I don’t want to spoil that.
PM me your email address and we can talk about the prospects of working together in the future.
Well, what a coincidence, I’m making a game to promote rationality as well: http://lesswrong.com/r/discussion/lw/7ow/gameplay_art/
also an older post: http://lesswrong.com/lw/55z/a_gameplay_exploration_of_yudkowskys_twelve/
We are taking an “expression through gameplay” approach to ensure that the game remains fun. There won’t be any text whatsoever outside of maybe titling the level when you enter it. It’s a puzzle game, so it’s going to ask the player to think in a variety of different ways. Thinking about how to solve problems is an important starting point for learning about rationality, and so we are trying to make the solution to the puzzle more meaningful than just “you succeed!”
visit our site http://shinyogre.com/
Oh, cool, I just posted a comment to your new article, not realizing you had a comment here.
Puzzle games are everywhere, but they only make you better at solving those exact puzzles (or very similar ones). The player doesn’t carry that knowledge out of the game and into the world. I want to make games that teach skills that the player can apply to the real world.
I’ll keep in touch, and let you know what my next project will be. May be we can pull our resources together and make it happen.
On a previous article I posted here, a user asked me if it was going to be an educational game or just one that promotes rationality. For your reason above, we are designing the game mostly to promote the concept of rationality, rather than teach it.
Johnathan Blow had this to say about puzzles:
“A good puzzle to me is one that when you understand it, you not only understand the solution to the puzzle, but that also illuminates something else that you hadn’t thought about that is some other part of the larger world.”
This is essentially what we are trying to do with our virtue puzzles. I think our Perfectionism puzzle illustrates this beautifully, but I don’t want to spoil that.
PM me your email address and we can talk about the prospects of working together in the future.