I felt this was worth sharing and raising awareness about. Very important to see.
As a side note, being a game designer and someone who cares about the above stuff, I often think how to bring this stuff up in a video game. There is certainly the more direct way of making a linear, in-your-face, scripted experience that communicates the specific problems in a specific, immidiate way, but personally I’d prefer letting it happen automatically, emergently within a living universe that lets you observe it happen from the sidelines, experience it first hand and try do something about it.
The last thing I want is to make the game be explicit about teaching this stuff. This is especially the case after all the personal research into the concept of a boundless game, which is essentially a universe simulator.
However, I could structure on how you enter this universe and what already exists in the universe to create an immidiate. I could spawn the player as a human character into a modern city and had them tasked to survive just merely by the notion of the human character having basic needs that need to be met (food, water, shelter), but since the environment is a modern city on a fully conquered planet, trying to randomly build a house anywhere will have you put in jail by the police because the land is owned by someone already and thus your attempt to meet a need to have shelter is illegal.
Same thing for if you simply try to take food without submitting to pay to who ever owns it. Or water. The environment will “force” you into implicit slavery to earn money so you can pay rent infinitely.
To make things even more frustrating, I can make it so that the civilization has fully researched technological systems for automated food factories, lots of vacant housing and plenty of medical advancements that could easily make life not be slavery for money, but refuses to actually use them because the government arbitrarily decided so, for reasons of control and tradition.
Playing this kind of a scenario in a universe simulator could be a very educational experience without ever having to mention anything explicitly about the topics the video mentions.
This is the kind of an ultimate game I’m trying to make and for now I’m focusing on developing an artstyle for it, which PSRC is pretty intended for.
Speaking of PSRC, lots of guns are being sprited and a massive discovery was made that will most likely change how I will treat large objects, when the time comes to sprite them. Small teaser:
Guns guns guns guns guns guns more guns and even more guns. Also aircraft weaponry. Blurring is intentional.
Its all still in the silhouette/blob phase, as I find it important to make sure the scale is correctly set up, before proceeding with shading and structure. Consistency is vital for game design.
After the guns I’ll focus on universal animated effects for fire, smoke, liquid, explosions and sparks. I’m hoping to include those with the free Starter Pack 2.