Republished from The GameSaver, whose purpose it is to use objective philosophical analysis to save the video game industry from imploding.
“…it’s your game. You decide how you want to play, I mean, we’re not the ones who are going to tell you how to play...” – Mathieu Ferland, senior producer at Ubisoft Montreal, describing the design philosophy of Splinter Cell: Chaos Theory.
“Obviously you can’t instruct people on how to enjoy art.” – Lisa Foiles, video game commentator (and former “All That” star) stating what she believes to be a truism relevant to a gamer’s choosing how (and whether) to explore a game world.
Together, these two quotations represent a malignant viewpoint stretching from video game designer to video game player. The second quote comes from one of Kotaku’s (few) intellectual features now roughly a year old. It is the perfect encapsulation of the average person’s view of art. Because this view is so widespread, what I am about to say is tragically controversial: there is an objectively correct way to read books, watch movies, view paintings, and play games. Read the rest of this entry
Republished from The GameSaver, my blog dealing with philosophical issues in the field of video games.
Before beginning, I would like to acknowledge that the seeds of the ideas that ultimately led to this article were first planted in my mind when I read “Why I Like Stamp Collecting,” a 1971 essay in The Minkus Stamp Journal by Ayn Rand. I consider what follows merely my application to role-playing games of her original ideas on the philosophy of stamp collecting.
To start, consider just what a role-playing game is. I define an RPG as a game in which (1) character customization occurs, (2) there exist quests or missions that are freely chosen, and (3) non-linear character advancement of some kind is present. These features can vary immensely in scale. Read the rest of this entry