Philosophical Game Design
An advisory: this is a really pretentious one.
Philosophy is one of the most applicable fields. It might not have much practical use, but as the history of ways of thinking it represents something relevant to any intellectual endeavor. Let's talk about how one might use philosophy to make a game.
You might select a specific idea from the corpus of philosophy, and construct a new mechanic (or variation on an existing mechanic) which summarizes the concept. It's been done already, too. Most obviously, any combat-heavy RPG is a decent example of a Hegelian dialectic: the player faces a series of roughly symmetrical challenges between his avatar and another one; after each one, the avatar changes in a manner based on the conflict, and proceeds to the next. Turn it around backwards and you've got Warning Forever; make it multiplayer and you've got a single-elimination tournament. If you explicitly set out to make a game with that philosophy, however, you'll come up with something that pays very close attention to what happens in the challenge, or even combine some attributes of the vanquished avatar into the victorious, rather than genericizing everything into EXP and learning.
To make a game in favor of determinism, construct a low-chaos system in which all player actions lead to the same conclusion; to make a game opposed to it, do the opposite. Pascal's Wager, where the option on which the player bets determines the reward for betting correctly, can easily be modified to represent a gambling game. Peter Molyneux and the good folks at Bioware have already caught onto this idea by attempting to find models of ethics that can function in a game, to varying degrees of success.
Narrative-driven games can employ the techniques that authors have been employing for centuries to advocate any argument under the sun. It's intuitive, though the bolder the idea, the more skill needed from the writer (so the more jack-of-all-tradey among us might want to tread carefully).
I mentioned earlier that games have themes. A philosophically-designed game is one that is intended from the beginning to contain a specific and lofty theme. Since before Socrates, philosophers have constructed hypothetical, highly improbable settings which simplify a new, complex idea. Since these settings rely on a specific set of rules, it's fairly straightforward to use games as a continuation of the practice, with the added option that the audience may learn the idea by exploring it, rather than having it explained to them.
Labels: theory
