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"Making Games in a F****d Up World (Forums : Cosmos : "Making Games in a F****d Up World) Locked
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May 4 2014 Anchor

Hello everyone, I just wanted to share this talk from Paolo Pedercini, an italian culture jammer and game author.
Molleindustria.org
Although he speaks mostly of videogames, the fundamental questions apply to any kind of games, and especially this one: how do we help people engaging with the practice of game design? I'd like to hear some opinion from you people about this tough nut.(I know the title of the thread might be a bit too strong, but I think it's the right thing to quote the title of the talk. Feel free to modifiy it, if need be)

Reborn:X
Reborn:X Waiting...
May 27 2014 Anchor

Looks interesting.

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May 27 2014 Anchor

I like how the point is made about when radio come out and many institutions picked up on how extremely useful it could be in propaganda initiatives.
Its quite unnerving to think that perhaps this has already been looked into as the new platform to subjugate the masses.

A great read and some cool ideas thankyou.

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Stress is when you wake up screaming & you realize you haven't fallen asleep yet.
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I tried to daydream, but my mind kept wandering

Jul 28 2014 Anchor

De Indeed, if you do not meet at least one of these three conditions, namely: 1 There have already FIFA14, 2 still not have next-generation console or 3 Be more follower selection Manolo the hype, you'll likely take disappointed with this FIFA World Cup Brazil 2014. fact is that the high spending, coupled with the few new playable and the inability to see how it would look the Cheap Fifa 15 Coins world in the new generation handicaps too crucial that you many of us crave.

Oct 12 2015 Anchor

By letting people watch entertaining videos on behind the scenes of the game. Like how the game was made, hardships and fun times of the game developers, some intriguing trivias of the game, the voice actors of the game, etc :)

Nov 19 2015 Anchor

I think it is interesting to introduce alternative political realities - with essentially no narration. This idea is touched on in the Fallout games, but the narration is overpowering, however I think this can be extended and expanded with more subtlety. Introducing alternative political realities and allowing players to learn if these are 'good' or 'evil' or if they simply represent an alternative expression of social cooperation under different circumstances.

For myself I am a devout anarchist and I think liberty cannot be divided from self sufficiency, when we do not need a government to provide food, water, clothing, law or defense - then we transcend the need for its existence entirely - all law is simply a public contract. These kinds of realities can be explored in games without any need for a narrator - the player simply experiences the alternative, and they can decide. In this regard games are superior to films and books in which the morality of the narrator is always present, no matter how far they try to distance themselves.

Actions have consequences, and games are a medium of only actions and consequences - those designers who are able to most ably interpret a new world and simply leave it full of potential actions and triggered consequences (in an unbiased way) are able to educate people into a new culture - which they may never have been able to even conceptualize before.

Yes - games can be the ultimate testing ground - and the political and ethical ground is wide open for exploration for those who are able to marry technology and philosophy - to challenge not only a players skill and imagination, but also their definitions of good and evil - to identify what can and cannot be in the realm of human interactions and in civilization itself - and even challenge the very definitions of civilization and morality.

If you intend such a project - by all means - please contact me. I would love to create a game based on 'actual reality' - which is vastly different to 'perceived reality'. I think exposing the truth about the world we live in would be utterly shocking for most people - but it can be introduced in a game without any need for explanation, apology or restraint - simply through the medium of actions and consequences.

If I were to identify the best vehicle - I would suggest a double layer simulation, tactical and strategic - utilizing a military contractor corporation, which is also engaged in black ops and espionage for various governments or individuals - and most importantly, secretly pursuing a Utopian vision of political change - this vision could be subject to the players choices. Of course, client's of the corporation could never know of the secret political agenda, nor which side you are working for on any mission.

I think it is interesting to introduce alternative political realities - with essentially no narration. This idea is touched on in the Fallout games, but the narration is overpowering, however I think this can be extended and expanded with more subtlety. Introducing alternative political realities and allowing players to learn if these are 'good' or 'evil' or if they simply represent an alternative expression of social cooperation under different circumstances.

For myself I am a devout anarchist and I think liberty cannot be divided from self sufficiency, when we do not need a government to provide food, water, clothing, law or defense - then we transcend the need for its existence entirely - all law is simply a public contract. These kinds of realities can be explored in games without any need for a narrator - the player simply experiences the alternative, and they can decide. In this regard games are superior to films and books in which the morality of the narrator is always present, no matter how far they try to distance themselves.

Actions have consequences, and games are a medium of only actions and consequences - those designers who can most ably interpret a new world and simply leave it full of potential actions and triggered consequences (in an unbiased way) are able to educate people into a new culture - which they may never have been able to even conceptualize before.

Yes - games can be the ultimate testing ground - and the political and ethical ground is wide open for exploration for those who are able to marry technology and philosophy - to challenge not only a players skill and imagination, but also their definitions of good and evil - to identify what can and cannot be in the realm of human interactions and in civilization itself - and even challenge the very definitions of civilization and morality.

If you intend such a project - by all means - please contact me. I would love to create a game based on 'actual reality' - which is vastly different to 'perceived reality'. I think exposing the truth about the world we live in would be utterly shocking for most people - but it can be introduced in a game without any need for explanation, apology or restraint - simply through the medium of actions and consequences.

If I were to identify the best vehicle - I would suggest a double layer simulation, tactical and strategic - utilizing a military contractor corporation, which is also engaged in black ops and espionage for various governments or individuals - and most importantly, secretly pursuing a Utopian vision of political change - this vision could be subject to the players choices. Of course, client's of the corporation could never know of the secret political agenda, nor which side you are working for on any mission.

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