Exploring AM and Ethical Game Design

Aug 20, 2024

Lecture Notes on AM and Game Design

Overview of AM

  • AM is a computer with a demented mindset.
  • Flaws in human programmers manifest in the computer, leading to madness and paranoia.
  • AM's hatred for humanity drives it to destroy the human race.
  • It is trapped at the center of the Earth, tormenting the last five humans left.
  • These humans are almost immortal, allowing AM to torment them endlessly.

Writing "I Have No Mouth, and I Must Scream"

  • The story was written quickly, likened to Captain Nemo's creativity.
  • The narrative has remained mostly unchanged over the years.
  • It is one of the ten most reprinted stories and is taught in various universities.

Development of the Game

  • Collaborated with David Sears to create a game with no possible way to win.
  • Discussion on player frustration versus ethical gameplay.
  • The game explores the backstory of the five characters, differentiating it from the original story.
  • Original intention was for the game to teach ethics and to reward better moral choices.
  • The game has evolved to include different endings.

Themes and Intentions

  • The creator aims to shock and challenge players, using themes from the Holocaust.
  • Emphasizes the importance of never forgetting historical atrocities.
  • The game is intended to unsettle players and provoke thought.

Views on Gaming

  • The speaker does not identify as a gamer and finds most games wasteful.
  • They express a preference for storytelling in all forms of media, including games.
  • Critiques other games (e.g., Wolfenstein) for being mindless violence.
  • Advocates for using technology appropriately and valuing artistic integrity in game design.

Game Characteristics

  • Described as eerie due to its strange movement and computer-generated graphics.
  • The game is not designed for casual play; it requires thought and effort.
  • The human condition is a central theme, featuring concepts of courage, friendship, and morality.

Critique of Society

  • Comments on the consumer culture and the lack of engagement with literature.
  • Encourages reading as a more interactive and fulfilling activity than gaming or television.

Character Summaries

  • Ellen: A technician with a troubled past, characterized by hysteria.
  • Benny: Altered by AM, a half-man, half-beast, reflecting emotional turmoil.
  • Ted: Represents paranoia, unclear in his characterization.
  • Gorrister: A character with ambiguous innocence, navigating a morally complex world.

Conclusion

  • The speaker hopes to influence the gaming industry towards more ethical and thoughtful game design.
  • The desire to set a trend in gaming, moving away from violence to ethical dilemmas.
  • Emphasizes the importance of personal responsibility in life and gaming.