h a l f b a k e r yTrying to contain nuts.
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The guilt game
After your first kill you realize how horrible that was and get a chance to repent | |
Your first mission is to kill somebody, you have to find
out all
kinds of facts about them. As the game roles you find
out
that
you should NOT be killing this person but rather joining
forces
with them, because they are good. They had saved
your best
friend's life. They had helped your
parents. They are
known
to be one of the best, nicest, and also smartest people
on
earth, working to save the human race along with the
world
from too-early destruction.
You killed them? Now you find out what a bad choice
that
was. You realize you shouldn't have killed? Continue
to level
II. A short quiz showing you are still pumped up with
adrenalin?
Game over.
You decided not to kill in the first place? Level II. Now
you
have to find out who the senders were, why they
wanted
your
first target killed in the first place, and check out both
what
the consequences will now be for you with them, and
how to
convince them to change their decision about that
target,
and
if they know you decided not to kill, to change their
decision
about you yourself, who are now their new target.
As the game progresses you get more and more
players to
join
the cause of NOT killing. BUT then you meet killers
and
sadists
and members of organized crime and have to find a
way of
dealing with them without getting yourself killed, and
while
possibly saving them as well from being killed. (Or
sometimes
deciding that saving them without dealing with their
behavior
is worse than killing them).
[link]
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But will the game make you cry? |
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Wrote this idea on the phone. The auto-corrupt
changed because you are now the target to because
you are not the target. |
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Hmm, you'd need quite a lot of gesso. |
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[not_m_rm]... and hammered thinly gold? |
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[pashute] Am I or am I not the target? A phone has access to those little marks used in sentences. |
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Once you choose not to kill, and they find out about it, you
become the target. Once you convince others who were sent
to kill you that they shouldn't kill you, they too become
targets. Now you have to deal with the original "bad guys"
who probably aren't really bad guys, and get them not to kill
anyone. |
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Oh, a _computer_ game. i thought you were suggesting taking a personal Crime and Punishment style hell-and-back existential journey to discover what lies beyond nihilism. |
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Just today I overheard a loud conversation on the street. Someone was saying to his two companions "Ever wanna kill a 13 year old? Let's find this guy and fuck him up." (as near as I can remember). I had a similar experience of thinking: Is this guy serious? No, he's probably just joking around. Wait, but why is that any less disturbing? |
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(Not a negative assesment of your idea, by the way. Just pondering the nature and role and implications of violent fantasy, roleplaying, joking, games etc. I tend to the view that they are problematic, but suppressing them is worse.) |
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This game would need a lot of subtle side play to scope a psychological profile for the correct in-game techniques of emotion/logic manipulation. |
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Glados lays it on pretty thick in Portal after you euthanise
your companion cube. |
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// discover what lies beyond nihilism. // |
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