Game design solved! (And patented)

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Nov 22, 2010
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(Credit where credit's due: originally found on the White Wolf forums but I won't post a link due to the one click rule and their somewhat looser moderation standards regarding language)

Patent Application number 12/218 said:
Abstract
A video game method and system for creating games where ideas have consequences, incorporating branching paths that correspond to a player's choices, wherein paths correspond to decisions founded upon ideals, resulting in exalted games with greater soul and story, enhanced characters and meanings, and exalted gameplay. The classical hero's journey may be rendered, as the journey hinges on choices pivoting on classical ideals. Ideas that are rendered in word and deed will have consequences in the gameworld. Historical events such as the American Revolution may be brought to life, as players listen to famous speeches and choose sides. As great works of literature and dramatic art center around the characters rendering ideals real, both internally and externally, in word and deed, in love and war, the present invention will afford video games that exalt the classical soul, as well as the great books, classics, and epic films - past, present, and future

The abstract does not do it justice.
 
You're right, the logic path in the patent submission is enjoyable reading for a while.

It'd be interesting if statistics of actual video games validated that logic path. But I doubt most videogames end in the world given the choice of being serfs or communist vampyres.

Maybe in the abstract sense, the meme of the hero "saving the world" is reached when the male hero chivalrously aids a female to champion either supporting happy anarchism (happiness through decentralisation), or support the bolsheviks (happiness through achieving state control of material wealth).
 
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