A Philosophical Question into SE1's Unknown Signals and Trade Stations for SE2
A Philosophical Question into SE1's Unknown Signals and Trade Stations for SE2
Question 1: Unknown Signals in SE1 & SE2
Scenario A
You and a friend decide to do some fishing by the beach at the sea. In fact, you both skipped dinner last night and breakfast that morning, and leave bringing some fishing gear and cooking supplies, and deciding you are going to each lunch with whatever you caught.
You set up camp on the beach, arrange your tackle, set the hooks, and start fishing at 8am. After an hour, a stranger walks over to you, from another camp where a large cool sounding party is going on, holding a plate with some small sandwiches on them. "Hey, our camp caught some fish earlier, and made some sliders from them. Here are some extras, they are really good! My wife is a Chef, and she put a $20 bill in one of these, for the lucky guy!"
You both take some, and they are indeed good. After a little while longer, and still no fish caught, the stranger comes by again, offering some more. You eat some and bingo! You now got $20! You keep fishing, no luck, and eat some more sliders a third time, at noon. You pack up, go home with no fish, but had some amazing sliders and are $20 richer.
What was gained by the friends? What was lost?
Scenario B
Same thing as before, but when the stranger comes over, you tell him "No thank you, we are not interested.". He looks a little hurt, and walks off, back to the cool looking party. You fish until noon, but catch nothing, and go home hungry.
What was gained? What was lost?
Question 2: Trading Stations in SE1 & SE2
Scenario A
Same setup, but instead a food truck drives off the road and comes over to your spot on the beach, pulls up next to you, and opens shop. There are other, larger groups of people, but he comes to you. He is selling hamburgers, tacos, and chicken tenders.
After an hour of catching no fish, your friend says "I get paid for doing my chores back home. I can go back home in 15min, do the chores, takes 30min, and come here with money. It will only take an hour total."
He goes, and comes back in an hour, with money. You buy some hamburgers and eat, but decide to stay out fishing, anyways. You stay until noon, but no luck that day, and go home.
What was gained? What was lost?
Scenario B
Same setup, but when the friend offers to leave, you decide on 'No'. You stay until noon, no luck, and go home. As you pack up, the food truck sees you leaving. The driver shrugs his shoulders, closes shop, hops out the truck, and walks away.
What was gained? What was lost?
-Anyone here care to take a guess at it and it's impacts?
I like this feedback
Well...the answer is just this: the difference in a group of trees and a giant forest. The easiest explanation is in how you describe the two. A 'living' tree vs a forest that is 'alive'. One is a declaration of fact, one is a description of an idea.
So, in the first question, the friends gained a meal, but the idea of 'being a fisherman' lost prominence. And when they went home without eating, they idea of 'being a fisherman' gained prominence, while they lost a meal. It gains overall prominence, (edit: "such as when they tell their stories, with the idea in the minds of others.") The idea is larger outside than just them.
Same principle in the other example, with the added caveat of the idea of 'trading' losing prominence, as well. A free exchange for mutual benefit. Also imagine, if it helps to show it, if the food truck took the money they paid it, and proceeded to destroy it after serving hamburgers. That isn't 'trade', that is something 'alien' to the idea.
Just to say, another caveat: I am no expert or anything, I've just read a few good books. And youtube videos haha. Feel free to correct me. This applies to SE2 in...well...how do you treat these 'ideas' in a game? What happens when you weaken them? Or strengthen them? When a particular tree dies, but the forest gets bigger? Or how about a tree is made, but the overall forest actually gets less?
For example, one from the SE2 test of initial landing: Players say the flyer and sledge are too easy to get in game. Same principles as above.
Well...the answer is just this: the difference in a group of trees and a giant forest. The easiest explanation is in how you describe the two. A 'living' tree vs a forest that is 'alive'. One is a declaration of fact, one is a description of an idea.
So, in the first question, the friends gained a meal, but the idea of 'being a fisherman' lost prominence. And when they went home without eating, they idea of 'being a fisherman' gained prominence, while they lost a meal. It gains overall prominence, (edit: "such as when they tell their stories, with the idea in the minds of others.") The idea is larger outside than just them.
Same principle in the other example, with the added caveat of the idea of 'trading' losing prominence, as well. A free exchange for mutual benefit. Also imagine, if it helps to show it, if the food truck took the money they paid it, and proceeded to destroy it after serving hamburgers. That isn't 'trade', that is something 'alien' to the idea.
Just to say, another caveat: I am no expert or anything, I've just read a few good books. And youtube videos haha. Feel free to correct me. This applies to SE2 in...well...how do you treat these 'ideas' in a game? What happens when you weaken them? Or strengthen them? When a particular tree dies, but the forest gets bigger? Or how about a tree is made, but the overall forest actually gets less?
For example, one from the SE2 test of initial landing: Players say the flyer and sledge are too easy to get in game. Same principles as above.
Some more philosophical musings on the tutorial rework:
Here are some ideas on how to create 'life' for the characters and the player, as they move through the story. The question on how to make the story more meaningful to the player? To have problems they encounter and solve have more of an impact on them? With the initial starting scenario of a crash landing, with Miro and his brother arriving in the new system, and problems presented to the new player.
How do you, as the players, figure out the 'right' way to move along through? Different world-views. One idea is security at any cost, the other being how to manage the 'tragedy of the commons' to ensure group benefits, another being independence in a new world, and a last is the opportunity to seize power to protect people in a disaster.
What is Honor? Courage? Integrity? Doing what is right? Was Superman 'super' because he was from Krypton and had super-powers, or was he 'super' because he was raised in Kansas (a farmer)? (from 'Real life fake wizard', youtube video on that very idea)
How does a player make those decisions mean anything in a game? Easy...you make the character 'human'. 'You' are the reason the ship crashed. 'You' are the reason it is late to Algamest. You made a mistake flying there, maybe trying to do the right thing and it didn't work out, and the wrong way was what your brother wanted to do...which might of worked out.
Lol, now you got to figure out the right way forward...with your brother having different ideas on that. Do you listen to him, or do you do the right thing even if it cost you, again?
Some more philosophical musings on the tutorial rework:
Here are some ideas on how to create 'life' for the characters and the player, as they move through the story. The question on how to make the story more meaningful to the player? To have problems they encounter and solve have more of an impact on them? With the initial starting scenario of a crash landing, with Miro and his brother arriving in the new system, and problems presented to the new player.
How do you, as the players, figure out the 'right' way to move along through? Different world-views. One idea is security at any cost, the other being how to manage the 'tragedy of the commons' to ensure group benefits, another being independence in a new world, and a last is the opportunity to seize power to protect people in a disaster.
What is Honor? Courage? Integrity? Doing what is right? Was Superman 'super' because he was from Krypton and had super-powers, or was he 'super' because he was raised in Kansas (a farmer)? (from 'Real life fake wizard', youtube video on that very idea)
How does a player make those decisions mean anything in a game? Easy...you make the character 'human'. 'You' are the reason the ship crashed. 'You' are the reason it is late to Algamest. You made a mistake flying there, maybe trying to do the right thing and it didn't work out, and the wrong way was what your brother wanted to do...which might of worked out.
Lol, now you got to figure out the right way forward...with your brother having different ideas on that. Do you listen to him, or do you do the right thing even if it cost you, again?
Replies have been locked on this page!