Aside from the philosophical questions Dibell offers us and the structural concerns Crogan raises,
we're left with a broader question: what else is there? If we accept that
gaming will reach a broader audience and achieve greater cultural acclaim as it
leaves behind violence as its prime directive, then we (you) should
start thinking about how to do that. In pairs, work through the following prompts:
- Between the two of you, consider what games you know of that do not
rely on violence as a prime element in their narrative. How does the player act
on the world in those situations?
- Propose another means by which you can move a narrative--what other kinds of
games can we make that would break new ground both in terms of narrative, but
also in terms of the kinds of things players can do? Come up with one concrete
proposal.