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Improving/Exalting/Simplifying Assassin's Creed, Mass Effect, Gears of War, GTA, Fallout, Left For Dead, and all RPGs/FPSs With The Gold 45 Revolver /Ideas Have Consequences/Moral Premise Technology & Making $$$$Billions$$$ in the Renaissance

Improving/Exalting/Simplifying Assassin's Creed, Mass Effect, Gears of War,GTA, Fallout, L4D, and all RPGs/FPSs/Vampire/Zombie games With The Gold 45 Revolver/Ideas Have Consequences/Moral Premise Technology: It Would Be Worth Billions to Companies/Cultur

Dr. Elliot McGucken, Blogger

July 30, 2009

18 Min Read

Improving/Exalting/Simplifying ASSASSIN'S CREED with The Gold 45 Revolver /Ideas Have Consequences/Moral Premise Technology: 

The game opens in Rome.  From street to street you walk, on by the Parthenon and Coliseum.  You hear bits and pieces of conversations, and your task is to infiltrate the communist movement and carry out missions so as to prove your trustworthiness, as you rise on towards the top, so you can assassinate the communist leader. 

You can see the titles of the books people are carrying/reading in the cafes, and you can can accept and read the pamphlets they are passing out.  Sometimes you pick one up after they drop it, while getting up from their table in the cafe.  You see the Marxist philosophy expressed, so you subtly follow them and say, "excuse me--I think you dropped this."  They thank you.  "It's good reading," you choose to say, and they introduce themselves.  You are standing beneath an ancient archway inscribed with Virgil's immortal words, and you smile to yourself, as the words remind you of your true, exalted mission: "Tu ne cede malis sed contra audentior ito."

This would be a brand new form of spy/assassin game, centered about the player's knowledge regarding various politcial philosophies, which would guide them in their choices in the dialogue trees, by which they would either move closer to the top of the communist party, or be exiled/killed.   Imagine how fun that would be to fool communists en route to kiling their leader!  Of course any other ideologies/ideas could be used/woven into the AI/technology, but the novel dynamic would be the same.   

The novel technology would perform best for the most realistic scenarios acknowledging the fact that freedom's classical ideals have ever lead to greater peace and propserity than collectivism's.   Imagine pretending to sympathize with the ideologies of the Red Coats/Scottish Nobles/Sauron/Nazis while infiltrating their ranks to kill their leader.  And imagine the dire consequences of saying the wrong thing at the wrong time!

The more convincing you are in the dialogue (dialogue trees such as Mass Effect, but endowed with the ideas have consequences technology which deals with different ideologies that have far-ranging consequences which will be rendered in the game)--the more you respond and interact like a communist--the faster you move up, and the less *physical/risky* missions you have to perform to prove your worth to the communist party.  If you fail to rise to the top and assassinate the leader, tens of millions will be killed; and freedom and liberty will be taken from all in the triumphant communist regime.

In various embodiements of the game, there will also be opportunities to bring communists over to your side by quoting the US Constitution/Founding Fathers/etc., so as to help you achieve your goals, but watch out, as it might get you killed!  Best to move slowly and wait for them to broach the subject of the Constitution and liberty, but watch out again, as it could be a trap!  Especially coming from a hot woman you just spent the night with!

Missions may involve you passing out communist pamphlets, defacing the opposing party's posters/signs signifying liberty, and disseminating propaganda.  Missions could also involve you having to prove your worth by killing members of the opposing party--(your party!)--so as to rise on up, but such actions could result in losing the game, as you would be living the dervish "ends justify the means" philosopy. 

At any rate, all embodiements end with the ideas or ideals--first heard in words--rendered in deeds.  If you fail to kill the communist leader, you get to witness tens of millions dying.  If you succeed, you get to witness liberty and an exalted, prosperous, and free world.

OMG!  We're surrounded by fanboys!  & we forgot our Gold 45 Revolvers at home! 

 

 

Of course different ideologies could be explored/incorporated, and various game designers would endow game with thier own preferred ideas and supposed consequences.  But the richest games will be those which remain close to freedom's spiritual reality; as well as the classic, epic, common story uniting all those who have fought for exalted liberty, truth, and freedom.

The games would rely on the player's knowledge/intuition regarding the various tenets of the ideologies.  Both direct quotes from Marx/Lenin/Stalin/Mussolini could be used, as well as dialogue containing the basic themes of communism; as well as quotes/themes from Jefferson/Hayek/Mises.

Again, this is another subset of novel gaming types afforded by my research:

 http://forums.somethingawful.com/showthread.php?threadid=3143589

SYSTEM AND METHOD FOR CREATING EXALTED VIDEO GAMES AND VIRTUAL REALITIES WHEREIN IDEAS HAVE CONSEQUENCES

Improving/Exalting/Simplifying MASS EFFECT with The Gold 45 Revolver /Ideas Have Consequences/Moral Premise Technology: 

While Mass Effect does have various endings, the design teams complicate the game design vastly, leading to far more work, by neglecting to incorporate simple classical ideals--simple moral premises, which could influence and unify the AI/algorithms for love and war as well as the internal and external action.  Aristotle noted that the internal action--the physical and dramatic action--are united by a common ideal or moral premise.  In The Matrix and Star Wars, the moral premise runs straight up the middle--does one selflessy serve truth and freedom, or does one serve the dark side/Matrix?  The great, heroic economists of freedom--Mises and Hayek-- also perceived that economics is a moral quest.   Mass Effect's shortcoming is that it ultimately doesn't matter if one is good or bad--the moral choices have nothing to do with aactual morality in our universe wherein ideas have consequences.

"The Ludwig von Mises' Institute's official motto is Tu ne cede malis sed contra audentior ito, which comes from Virgil's Aeneid, Book VI; the motto means "do not give in to evil but proceed ever more boldly against it." Early in his life, Mises chose this sentence to be his guiding principle in life. It is prominently displayed throughout the Institute's campus, on their website and on memorabilia." --http://en.wikipedia.org/wiki/Ludwig_von_Mises_Institute

Now imagine if the character were presented that quote at the beginning of the game, and then called upon to live up to it.

Again, MASS EFFECT never shows the rendering of classical ideals real.  For instance,  one is not able to hear Jefferson's, nor Cicero's, nor Scorates', nor Aristotle's, nor Mises' words; nor is one able to see them rendered real in the game.  In forming a fellowship, one is not able to judge characters via their ideals and *character.*  But soon, the game will exalt all this!

Improving/Exalting/Simplifying FALLOUT with The Gold 45 Revolver /Ideas Have Consequences/Moral Premise Technology:

This was handled towards the bottom here (bottom of the comments): http://www.gamasutra.com/php-bin/news_index.php?story=20908

Opinion: 'Fallout 3 - I Kill Children'
by Simon Parkin [In a new opinion piece, game producer and journalist Simon Parkin examines Fallout 3's block on harming children in the game, suggesting that, even with its obviously good intentions, it has proved "video games' ineffectiveness in providing meaningful disincentives and negative repercussions for in-game atrocities".]

Self-censorship was the least effective course of action open to Bethesda if they are looking to morally instruct their players. Why not take the route less traveled and try to implement some meaningful consequence, something beyond an essentially meaningless "karma" stat? (YES!! THE KARMA IS MEANINGLESS! WHY NOT INCORPORATE A GOLD 45 REVOLVER WHICH ONLY SHOOTS ZEUS'S LIGHTNING IN THE END IF YOU HAVE BEEN DOING THE RIGHT, MORAL THING THROUGHOUT?)

Of course it is the route less traveled for a reason: it's a whole lot more work. (NO IT ISN'T! JUST GIVE THE PLAYER A WEAPON WHICH LOSES ITS POWER THE MORE EVIL THEY BEHAVE! THE PATENT SOLVES THIS PROBLEM IN A SIMPLE/EFFICIENT MANNER!) The framework of systems and rules that govern Fallout 3 serve the setting: a place of lawless anarchy. As such it's difficult to introduce a potent enough disincentive to murdering children (NO IT ISN'T! JUST GIVE THE PLAYER A WEAPON WHICH LOSES ITS POWER THE MORE EVIL THEY BEHAVE! THE PATENT SOLVES THIS PROBLEM IN A SIMPLE/EFFICIENT MANNER! IF YOU SHOT CHILDREN, THE 45 WILL NOT GLOW GOLD & SHOOT ZEUS'S LIGTNING, AND THE MBA FEMMINST FANBOY VAMPIRES WILL OVERCOME AND KILL YOU IN THE END!!). And, in more general terms it's hard to make any game talk to a player in true terms of "good" and "bad," when the medium's primary vocabulary is one of "success" and "failure." (HUH? KILLING CHILDREN IS BAD! KILL KIDS = NO GOLD 45 4 U! NO ZEUS LIGHTNING 4 U!)

In real life, if you kill a child, you will be imprisoned and, depending on where you live, killed for the crime. Not only that but, insanity aside, there will also be heavy physical, mental and emotional repercussions to your action, things that will stay with you throughout the rest of your life.

How can these kinds of severe, complex outputs be communicated in a video game? (KILL KIDS AND YOU WILL SUFFER A HORRID DEATH FROM THE SWARMING HORDES OF VAMPIRE/ZOMBIES SCREAMING MBA BUZZWORDS AND THE FIATACORAY'S CLOGANS!) Do you, as in Steel Battalion, kill the player and wipe the save game to teach a lesson? Or do you, as in Fable 2, let the player's evil shape the character's physical appearance, making them more unpleasant and ugly for it? (GIVE THE PLAYER A WEAPON WHICH LOSES ITS POWER THE MORE EVIL THEY BEHAVE ALREADY!)

Video games will always struggle to provide deeper, more nuanced consequences. (YES IDEAS HAVE CONSEQUENCES!) Try to provide multiple narrative routes through your experience, and costs will skyrocket into the implausible. Restrict the player's abilities in order to impede their progress and you have a weak compromise that offers little in the way of persuasive or realistic moral instruction. (THE CURRENT PATENT SOLVE THIS DILEMMA BY CENTERING THE NARRATIVE AROUND MORAL PREMISES AND PLOT POINTS, AS WELL AS A NOVEL WEAPON!)

These are difficult questions with few satisfying answers (UNTIL NOW DUDE! CH-CH-CHECK THE SYSTEM AND METHOD FOR CREATING EXALTED VIDEO GAMES AND VIRTUAL REALITIES WHEREIN IDEAS HAVE CONSEQUENCES PATENT). But no matter what, in removing the opportunity to kill children in their anarchic game, Bethesda has admitted video games' ineffectiveness in providing meaningful disincentives and negative repercussions for in-game atrocities. That the team chose to carve the issue out of their game rather than attempt to engage it head on, speaks volumes. (VOLUMES!!!)
[/quote]

ok--i fixed the caps key--some independence day beer got in there... my gf wants to know why i am working on the 4th--haha. "because i love something awful." "you love what awful?" chicks--you gotta love 'em.

so, as you can see, the patent solves a vast and great problem in a simple, elegant manner.

so strange that bethesda censored/banned me form their forum last night right as soon as i introduced the notion of the invaulable gold 45 revolver/ideas have consequences technology (which they obvisouly need), and then hayt--the bethesda/fallout employee in this thread--walked out on this thread today, just slamming the door: http://www.youtube.com/watch?v=WOWlGhHPE7M&feature=related

fellas--just yesterday i was falling in love with hayt, but now i'm only falling apart:
[url]http://www.youtube.com/watch?v=urY1aZCRs7c

there's nothing i can do--dude--it's like a total eclipse of the heart. :(


http://forums.somethingawful.com/showthread.php?threadid=3143589&userid=0&perpage=40&pagenumber=13

 

Exalting/Improving GTA/Gears of War with The Gold 45 Revolver /Ideas Have Consequences/Moral Premise Technology:

Imagine you are standing in Best Buy. There are two versions of Gears of War. In one, the Locust Horde can be reformed and brought over to your side by quoting excerpts from the US Constitution--by engaging in dialogue--and where, in order to win, you are going to need to win their minds/hearts and souls. In the other version, you can only shoot them in campaign after campaign. Which would you buy? Imagine you walk into EB Games, and you have to decide between two versions of GTA. In one, you can only hire and shoot hookers--there is no chance of reforming them nor talking them out of it. In the "Gold 45 Revolver" version of GTA, you can engage in dialogue with the Hooker and hand her copies of the Constitution and Bible, as well as Hayek's The Road to Serfdom, and thus enlist her in your struggle against the fiatocracy, the decline of freedom, and the growth of the corporate-state. She in turn would hand those works to her Pimp who would join you. Which version of GTA would you buy? Obviously the one wired with the novel technology found in "System and method for creating exalted video games and virtual realities wherein ideas have consequences." --http://www.faqs.org/patents/app/20090017886

The great thing about this technology is that it would also help the storyless gears create a successful film and franchise.

 Already the novel Gold 45 Revolver technology is solving epic, glaring design problems/flaws in games such as Fallout 3, and it is accomplishing this in an elegant, simple manner which will also exalt the gameplay in numerous games and genres, make gaming more fun, and increase both the audience and marketability of the games which adopt the novel technology--it will also be worth tens of millions in generating cool, positive buzz.:

 --http://www.gamasutra.com/php-bin/news_index.php?story=20908

Where in the prior art can one form a fellowship based upon the ideas/ideals/characters of the NPC’s? In what game does the eventual outcome depend on the character and integrity—the ideals and beliefs—of the fellowship one forms? Re: How much would it be worth to Bethesda/EA/38 Studios/Visceral/Bioware/Ubisoft?

The American Revolution with The Gold 45 Revolver /Ideas Have Consequences/Moral Premise Technology:
How much would it be worth to put the following on a game box? "It is the dawn of the American Revolution, and it is up to you to build the fellowship that will lead the epic battle for freedom. From tavern to tavern you must walk the streets of Boston, listening in on conversations and recruiting those speaking (and oft whispering) of liberty's epic ideals. Redcoats and King George's spies abound, and when you hear the words of Washington, Jefferson, Paine, Madison, Jay, and Hamilton, you must engage the characters by speaking of liberty's ideals yourself; or lose their trust. Throughout you must select the best words to rally and inspire the troops during the fierce war for freedom--to attract the poet warriors with the greatest characters to fight alongside you. Ideas have consequences and word must be matched with deed, as freedom's fate falls upon your shoulders. "The tree of liberty must be refreshed from time to time with the blood of patriots and tyrants. --Thomas Jefferson""

I argue that such a novel approach to gaming--not only incorporating the words of the actual Founding Fathers--but rendering their consequences (or the dire consequences of their absence)--would be worth hundreds of millions, if not billions.

And wouldn't that be an awesome game??? Imagine meeting Jefferson and Hamilton, finally defined by their greater aspects--their souls, characters, and words--and actually recruiting Washington to command the forces, based upon his words!

"A slender acquaintance with the world must convince every man that actions, not words, are the true criterion of the attachment of friends." --George Washington

"Arbitrary power is most easily established on the ruins of liberty abused to licentiousness." --George Washington
"Associate with men of good quality if you esteem your own reputation; for it is better to be alone than in bad company." --George Washington


Yes--of course we could give all the revolutionary soldiers BFGs and Lancer Chainsaws to satiate the fanboys; but the big draw of the game would be its depth and profundity! And imagine that in one of the Taverns is a hooker with a heart of gold. Hire her and kill her, as is exalted in GTA, and the world is lost. Talk to her, and "lady liberty" will tell you where you can find Thomas Paine.

Video games are a crowded art, and many argue there has been little innovation in the past several years (or decades), especially when it comes to depth, meaningful drama, and storytelling. Of course all the PR departments stamp "depth, character, meaningful drama, and epic storytelling!" on the boxes, just as they stamp "Dante's Inferno" on the game which places Beatrice in the diametric opposite locale that Dante did, robbing it of its classical soul and Dante's exalted intent; and nothing really ever changes as the fiatocracy declines, as "Story, drama, character" are payed homage to in corporate press releases, but never in rugged deed.

A small innovation in a field of "crowded art" can go a long, long ways. For instance, applying the patent's same technology to the traditional Vampire/Zombie game would result in the following enhanced gaming experience:

Improving/Exalting Left For Dead (L4D) with The Gold 45 Revolver /Ideas Have Consequences/Moral Premise Technology:


The "Gold 45 Revolver" mod of Left for Dead would be described with (seriously--the buzz alone on this would be worth millions to EA/Bethesda/Bioware/Visceral/Ubisoft/38studios):

This "Gold 45 Revolver/Ideas Have Consequences/Moral Premise" Mod is based on the L4D Amazon.com description, and it could be easily implemented with a relatively small amount of funding: “Set in a modern day survival-horror universe, the co-operative gameplay of Left 4 Dead (L4D) casts four "Survivors/freedom fighters" in an epic struggle against hordes of swarming zombies/communists and terrifying "Marx Infected" mutants. A new and highly virulent strain of the Marxist virus emerges and spreads through the human population with frightening speed via words, both spoken and written. The pandemic's victims become grotesquely disfigured, violent psychopaths, attacking the uninfected on sight by handing them pamphlets and espousing Marxist philosophies while trying to bite/harm them. As one of the "lucky" few apparently immune to the sickness, as you have been reading F.A. Hayek, Ludwig Von Mises, and Thomas Jefferson, you, unfortunately, are trapped in a city crawling with thousands of the bloodthirsty Infected. Alone, you're dead. But together with a handful of fellow survivors, who you can identify and recruit via dialogue trees incorporating Hayek/Jefferson/the Constitution wherein you also assess the NPC's responses, you might just form a fellowship and fight your way to safety. Players can play as a Survivor or as one of four types of Boss/Marxist Infected, each of whom possess a unique mutant ability, such as a 50-foot tongue lasso, tenure at an ivy league university, an MBA, or a giant belly full of explosive methane gas. The gameplay of L4D is set across four massive campaigns. The zombie population of each mission is choreographed by an AI Director that monitors the human players' actions and creates a unique and dramatic experience for them on the fly. Zombies may be transformed back into humans by quoting Hayek/Jefferson/et al. to them; but the further they have devolved--the more collectivist literature they have imbibed and the more MBA groupthink classes they have taken--the harder it is to save them. Early on in the game, some Vampire/Zombies may appear to be normal humans, and the only way to find out would be to quote Hayek to them and see if they respond with Lenin or Mises. Some of them can be reformed via dialogue, but for others, they can only be reformed by death. And in the end--only those players who have done their best to reform the Vampires/Zombies in word and deed--only those who have acted morally throughout the game, can truly wield the Gold 45 Revolver and realize its true power as it shoots Zeus's Lightning while leveling the zombie masters and their hordes. Should you fail to reach and exalt your peers with classical ideals, the world will end as a zombie communist tyranny--"for the greater good of all.""

Imagine how many millions would want to play such novel game types wherein *ideas had consequences*, and soul, character, and honor mattered! Litertaure including 1984, Animal Farm, A Brave New World, V is for Vendetta, The Matrix, Twilight, Atlas Shrugged, Dracula, and 300 could all be brought to life on a more profound level!

 The "Ideas Have Consequences" Zombie/Vampire game engine is novel in that the Zombie/Vampire virus/quality is transmitted via ideas in the game--both spoken and written--as opposed to only via physical contact, such as being bitten/attacked/etc.

Imagine the possibilities with that novel game engine/concept in the hands of creative developers!! A thousand, thousand novel Zombie/Vampire games could be created, and epic literature could be brought to life, including 1984/Brave New World/The Road to Serfdom/etc, as well ad the American and Communist Revolutions! This would mean tens of millions of $$$ and an epic renaissance in the now staid vampire/zombie format. And it would be easy to do--just a couple books/words/ideas introduced into L4D, for starters, would be epic! Of course we would still include all the physical gameplay--biting/shooting/baseball bats/etc.--but we would layer it on top of classical, exalted ideas and ideals.

Art has ever been the realm where the noble soul could place their ideals which the world had no use for; and the novel game engine described by this new technology; opposed vehemently by the dominant fanboy/feminist fiatocracy—would foster a new realm of exalted gaming for true artsists—both those who created new games and played them.

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