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