Live data from Hacker News

Snakisms

pippinbarr.github.io

101–110 of 148 posts

Re: Snakisms

#101
Reminds me of the underlying themes behind Binding of Isaac. Also a brilliantly simple yet addictive game

Re: Snakisms

#103
post #93

Earlier quoted context omitted.

It's not so much focused on demonstrating your own values so much as it's about UI and the conduct that the UI is able to generate through cause and effect. Like in GTA, do you try to talk our your problems or do you shoot first and ask questions later? The UI will repeatedly encourage you to shoot first and players will learn that, because if you won't, your enemies will. This is the definition of value they're usin…

But maybe after learning there would be subtle difference in play between different players, based on their values. Just like after you learn the rules of the world and are an adult, you act differently. So for example I really just cannot bring myself to play a "dick" character in games like Fallout 4, Skyrim, Mass Effect, etc, but I know plenty of people who delight in it.

See - this isn't what they're discussing at all, it seems to be what they're trying to imply with the naming, but it's not actually that at all. They're discussing game mechanics that force you to say - shoot some cops. Is it dickish to shoot cops in GTA?

I don't think people's real world values have much if any influence on their play style. Ultimately playing Skyrim and Fallout for stealth and one hit kills will dictate a lot more the decisions I make than their moral value to me. I need to make certain decisions in order to optimize my build, so I'll make those decisions whether I like the values they show or not and whether they're consistent or not. I kill for weapons and armor, I steal for cash, etc.

Re: Snakisms

#104

I guess I don't know enough philosophy to understand some of the jokes. Anthropomorphism: the apple moves like the snake, man was made to the image of god and so on. Apocalypticism: the game just ends after a few moves without notice. Asceticism: the game ends if you eat the apple, you are supposed to be like a faquir. Capitalism: you start the game with 50, spend 10 each apple you eat - when you are broke you can't…

You don't win in Utilitarianism. Both paths are losing paths, just one loses with more meaningless points than the other does.

Re: Snakisms

#105
post #66

I wish Pessimism would have let the snake move outside the constrained bounds. That would have told the player that pessimism may be painting a darker "reality" than what it really is.

The game represents pessimism, the concept, not pessimism, the philosophy, unfortunately.

Same wih nihilism.

Re: Snakisms

#106
post #104

I guess I don't know enough philosophy to understand some of the jokes. Anthropomorphism: the apple moves like the snake, man was made to the image of god and so on. Apocalypticism: the game just ends after a few moves without notice. Asceticism: the game ends if you eat the apple, you are supposed to be like a faquir. Capitalism: you start the game with 50, spend 10 each apple you eat - when you are broke you can't…

You don't win in Utilitarianism. Both paths are losing paths, just one loses with more meaningless points than the other does.

The game itself presents the text "You lose" or "You win" depending on which path you take.

Re: Snakisms

#107
post #53

no comunism/anarchism?

communism wouldn't really make sense with a single agent, and I guess anarchism would just have an apple shoot you for violating NAP (and/or for fun).

lol, ancaps aren't anarchists although they claim to be

Re: Snakisms

#109
post #79
post #74

Earlier quoted context omitted.

> Utilitarianism Trolley problem.

I laughed out loud at this one. And at Romanticism.

Romanticism seemed to lock up for me after about a dozen quotes. Still, a great stub project overall.
Post reply on HN