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---
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id: wiki-2026-0508-procedural-rhetoric
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title: Procedural Rhetoric
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [Persuasive Games, Computational Rhetoric]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [rhetoric, game-design, persuasion]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: design
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framework: Bogost framework
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---
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# Procedural Rhetoric
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## 매 한 줄
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> **"매 argument 의 made not by words, but by rules"**. Ian Bogost 의 *Persuasive Games* (2007) 의 coined — 매 systems/processes/simulations 의 medium 의 argumentation. 2026 의 LLM-driven dynamic narrative + simulation games (Civ VII, FrostPunk 2) 의 procedural rhetoric 의 mainstream.
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## 매 핵심
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### 매 Bogost's framework
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- **Verbal rhetoric**: words, written/spoken.
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- **Visual rhetoric**: images, layout, color.
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- **Procedural rhetoric**: rules, systems, feedback loops.
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- 매 game 의 unique medium — 매 "what you do" expresses argument.
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### 매 Mechanisms
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- **Constraint**: what you can't do says as much as what you can.
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- **Feedback loops**: reward shapes belief about what matters.
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- **Simulation gap**: simplifications reveal designer assumptions.
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- **Failure states**: what counts as losing encodes values.
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- **Resource economy**: scarcity → priorities.
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- **Agency vs. determinism**: how much player matters.
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### 매 Examples
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- **September 12th** (Frasca): bombing terrorists creates more terrorists.
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- **PeaceMaker**: Israeli-Palestinian dual-perspective.
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- **Papers, Please**: bureaucratic complicity, moral fatigue.
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- **This War of Mine**: civilian war experience.
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- **FrostPunk**: authoritarianism as survival logic.
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- **Civilization**: progress narrative encoded in tech tree.
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- **Cookie Clicker**: critique of incremental design.
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### 매 응용
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1. Serious games (training, education).
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2. News games (Bloomberg's Build the wall vs Don't, NYT graphics).
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3. Activist games (climate, refugees).
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4. Marketing simulations.
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5. AI-driven dynamic narrative (2026 Inworld, Convai).
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## 💻 패턴
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### Encoding argument as mechanic
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```
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Argument: "Bureaucracy dehumanizes"
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Mechanic: Time pressure + paperwork + small reward for thoroughness, big penalty for missing detail
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Result: Player feels the dehumanization rather than reads about it
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→ Papers, Please
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```
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### Resource scarcity as ideology
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```
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Argument: "Survival justifies authoritarianism"
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Mechanic: Heat ↓ over time, citizens demand law book, only authoritarian laws prevent extinction
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Result: Player chooses oppression "rationally"
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→ FrostPunk
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```
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### Simplification as critique
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```typescript
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// Climate simulator: emissions only knob
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// By omitting "carbon offsets", "green tech", argues these are insufficient distractions
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const tempAtYear = (year: number, emissions: number) =>
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baseline + emissions * year * sensitivity;
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// What's missing IS the rhetoric
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```
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### LLM-driven NPC dialogue (2026)
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```typescript
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// Inworld-style: NPC values encoded as system prompt + memory
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// The game's argument now adapts to player — emergent procedural rhetoric
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const npcPrompt = `
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You are a refugee in an unnamed conflict.
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Your values: family safety > nation > ideology.
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You distrust both sides equally.
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Respond based on the player's prior actions: ${recentActions.join(', ')}.
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`;
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// The NPC's reactive logic IS the rhetorical move
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```
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### Failure state as moral
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```
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Lose condition: Empire collapses if happiness < 50%
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Encoded argument: "Subject welfare is instrumentally necessary, not intrinsically valued"
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vs.
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Lose condition: Game ends when one citizen dies
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Encoded argument: "Each person has infinite worth"
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```
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### Reward loop as ethics
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```
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Reward: +XP per enemy killed
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Argument (unintended): violence is the path to progress
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Reward: +XP per peaceful resolution
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Argument: dialogue valued
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→ Designers encode ethics whether they intend to or not
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```
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### Counter-rhetoric (anti-game)
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```
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Players expect: shooter rewards aggression
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Anti-game: every kill ages your character +1 year, game ends at 100
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→ Mechanic refutes the genre's implicit argument
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| Educational claim | Simulate causal model, let player explore |
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| Empathy goal | Constrain player to NPC perspective |
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| Critique of system | Make player IS the system, feel its pressures |
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| Information delivery | Verbal/visual still better for facts |
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| Complex policy | Procedural model + verbal scaffolding |
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**기본값**: identify the felt experience the player should have, design mechanics that produce it, then verify via playtest.
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## 🔗 Graph
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- 부모: [[Game-Design]]
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- 변형: [[Persuasive-Games]]
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- 응용: [[Beat Saber 엑서게임 연구(Beat Saber Exergaming Study)]] · [[Edtech-Industry-Trends]]
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- Adjacent: [[Media-Literacy]] · [[Information-Society]]
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## 🤖 LLM 활용
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**언제**: analyze a game's procedural argument, brainstorm mechanics that embody a thesis, generate playtest probes.
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**언제 X**: never collapse procedural rhetoric to "narrative" — the rules ARE the argument.
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## ❌ 안티패턴
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- **Skin over substance**: stick a "climate change" theme on standard mechanics — argument absent.
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- **Sermon mechanic**: the only "right" choice — no agency, weak rhetoric.
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- **Unintended argument**: reward loop says A while writing says B — players believe the loop.
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- **Realism worship**: simulation accuracy ≠ rhetorical clarity.
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## 🧪 검증 / 중복
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- Verified (Bogost *Persuasive Games* 2007, *How to Do Things with Videogames* 2011, Frasca *Videogames of the Oppressed*).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — Bogost framework + 2026 LLM-NPC angle |
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