- vaga_koleso
In response to "Jesus Was Not a Gamer" from The Escapist Forum: The question at the crux, I believe, is one that has bothered theologians for millennia.
Do you - does the game designer, does the game player - believe that God has knowledge and control of particulars. I think a passage in the Bible goes something like, 'God knows when a single hair on your head moves'.
If someone works with that as part of their core beliefs, then they must surely believe that God plays a role when a Hail Mary pass is thrown. God can surely give an athlete the strength, the clarity of purpose and mental fortitude for a moment, i.e., inspire the athlete.
And let's not forget the name Hail Mary has some religious connotations.
Anyway, my point is this. For Christian game designer designing Christian games, to incorporate doubt and crises of faith, would be seen as yielding to temptation.
In conjunction, let's not forget what Jesus' response was when Satan tried to tempt him a second time by suggesting that Jesus throw himself off the temple so the people milling about below could see a miracle...
- DaXIthR
In response to "Paladins can Loot?" from The Escapist Forum: How much longer will it take for game designers to realize that there is no such thing as absolute good or evil, there's only actions and consequences? "Good" and "evil" are labels people assign certain deeds to reflect their personal attitude towards it. And this is where the trouble starts - if most of us can agree on basic things like killing/saving life being good or evil (and even then - what if you save a life of someone who was going to kill someone else? Is that good or evil? Or even lawful/chaotic?), the more "gray" you go, the more subjective and personal the labels become. What is seen as "evil" by the designers might be seen as "good" or at least "neutral" by the gamer. Even further - what might be seen as "evil" by both designer and player, might be seen as "good" by the game characters given a certain context (say, killing a guy who beats his wife).
IMO what game designers should focus on is choose-consequence, action-reaction model, abstracting from subjective and uncertain labels like "good", "evil", "lawful", "chaotic", etc.
- shadowbird
