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