--- id: wiki-2026-0508-procedural-rhetoric-in-gaming title: Procedural Rhetoric (In Gaming) category: 10_Wiki/Topics status: verified canonical_id: self aliases: [Procedural Rhetoric, Persuasive Games, Ian Bogost Rhetoric] duplicate_of: none source_trust_level: A confidence_score: 0.9 verification_status: applied tags: [game-design, rhetoric, bogost, persuasive-games] raw_sources: [] last_reinforced: 2026-05-10 github_commit: pending tech_stack: language: typescript framework: phaser --- # Procedural Rhetoric (In Gaming) ## 매 한 줄 > **"매 game 의 매 rule-system 의 매 argument 의 매 making"**. 매 2007 Ian Bogost 'Persuasive Games' coinage — 매 visual rhetoric ≠ verbal rhetoric ≠ procedural rhetoric 의 매 third pillar. 매 'McDonald's Videogame' / 'September 12th' / 'Papers Please' 의 매 contemporary canon. ## 매 핵심 ### 매 정의 - 매 'making argument with processes' — 매 rule 자체 의 매 persuasion. - 매 player choice + system response 의 loop 의 매 argument vehicle. ### 매 rhetorical trope - **Constraint as argument**: 매 forced-shortage 의 매 scarcity argument (Papers Please). - **Reward as argument**: 매 system rewards X → X 의 endorsement. - **Failure as argument**: 매 unwinnable design 의 매 critique (September 12th). ### 매 응용 1. Papers Please (bureaucracy critique). 2. McDonald's Videogame (corporate-supply-chain critique). 3. Phone Story (electronics-labor critique). 4. Bury Me, My Love (refugee-experience). ## 💻 패턴 ### Rule-as-argument scaffold (Phaser-like) ```typescript interface RuleArgument { premise: string; // 매 designer's claim procedure: () => void; // 매 player-experienced procedure expectedRealization: string; } const SCARCITY_ARG: RuleArgument = { premise: 'Bureaucratic systems force impossible trade-offs.', procedure: () => { timer.start(60); // 매 1 minute / applicant if (papersIncomplete) penalty(); if (familyExpense > paycheck) familyDies(); }, expectedRealization: 'Player feels the impossibility viscerally.', }; ``` ### Choice-architecture as argument ```typescript interface MoralChoice { option: string; shortTermCost: number; longTermCost: number; systemicEndorsement: number; // 매 game's reward signal } function endorses(choices: MoralChoice[], target: string): boolean { const t = choices.find(c => c.option === target); if (!t) return false; // 매 system endorsement 의 매 high → procedural argument: 'do this' return t.systemicEndorsement > 0.7; } ``` ### Unwinnable / Sisyphean loop ```typescript // September 12th 의 매 'kill terrorists → create more terrorists' loop function bombStrike(area: Cell[]): Cell[] { return area.map(c => { if (c.kind === 'terrorist') c.kind = 'civilian-corpse'; if (c.kind === 'civilian') c.kind = 'terrorist'; // 매 radicalization return c; }); } ``` ### Resource-flow critique (McDonald's Videogame) ```typescript interface SupplyChain { rainforest: number; cattlePastures: number; feedlots: number; restaurants: number; } function tickPolicy(c: SupplyChain, policy: 'sustainable' | 'aggressive'): SupplyChain { if (policy === 'aggressive') { c.rainforest -= 5; c.cattlePastures += 5; // 매 short-term profit + 매 long-term collapse 의 procedural argument } return c; } ``` ### Affective failure (forced empathy) ```typescript function denyApplicant(applicant: Applicant): void { if (applicant.story.includes('family-reunion')) { queueGuiltMonologue(); // 매 narrative-level reinforce decreaseMorale(0.1); // 매 system-level reinforce } } ``` ## 매 결정 기준 | 상황 | Approach | |---|---| | Persuasive serious game | Rule-as-argument primary, narrative secondary | | Critique of system | Unwinnable loop or escalating cost | | Empathy-building | Affective failure + 매 named characters | | Entertainment first | 매 light procedural rhetoric — 매 heavy 의 X | **기본값**: 매 rule-system 의 매 first carrier of meaning, dialogue 의 매 ornament. ## 🔗 Graph - 부모: [[Bogost Persuasive Games]] · [[Algorithmic Rhetoric]] - 변형: [[Affective Game Design]] · [[Dys4ia Game]] - 응용: [[Papers-Please]] · [[McDonald's Videogame]] · [[September 12th]] - Adjacent: [[Magic-Circle]] · [[Immersive-Sim-Genre]] · [[Poverty-Simulation]] ## 🤖 LLM 활용 **언제**: serious-game design, rule-argument analysis, persuasive system construction. **언제 X**: 매 traditional narrative-only critique (literary lens). ## ❌ 안티패턴 - **Heavy-handed didactics**: 매 'message' 의 매 unsubtle delivery — 매 player rejection. - **Mechanic-narrative dissonance**: 매 system endorses X 의 매 narrative condemns X. - **Empty PBL**: 매 procedural shell 의 매 message X — 매 gamification slop. ## 🧪 검증 / 중복 - Verified (Bogost 'Persuasive Games' 2007 MIT Press, Frasca 'Simulation vs Narrative' 2003). - 신뢰도 A. ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — Bogost procedural rhetoric + serious-game patterns |