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Exploring AM and Ethical Game Design
Aug 20, 2024
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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.
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