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Tuesday, March 9, 2010

Experiment1: the man who is easy to anger

A man who is quick to anger becomes avoided with those who deal with him. They say "be careful".
-paraphrased from the Dalai Lama's teachings.

Would people be more considerate of others if they understood the real implications of their actions? Someone who is quick to anger becomes avoided, is there a way to communicate that through a play-based, non-linear sort of experience?

Here's a quick game that I whipped up, I intend to add a few more things, such as indirect control of the player, a reward solution for shrinking the circles, and the ai to tend toward things that 'interests' them.
Tguyb3

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