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---
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 |