Files
2nd/10_Wiki/Topics/Game_Design/Procedural Rhetoric (In Gaming).md
T
2026-05-10 22:08:15 +09:00

5.0 KiB

id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
id title category status canonical_id aliases duplicate_of source_trust_level confidence_score verification_status tags raw_sources last_reinforced github_commit tech_stack
wiki-2026-0508-procedural-rhetoric-in-gaming Procedural Rhetoric (In Gaming) 10_Wiki/Topics verified self
Procedural Rhetoric
Persuasive Games
Ian Bogost Rhetoric
none A 0.9 applied
game-design
rhetoric
bogost
persuasive-games
2026-05-10 pending
language framework
typescript 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)

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

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

// 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)

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)

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

🤖 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