→Belief and conspiracies that starts from a position of vulnerability: political oppression, depression and “cultural” mistrust
how do different people, cultures and community build their trust accordingly to their past/trauma?
Maybe instead of working on the topic from a generalist point of view it is better to consider a particular response to a particular situation?
→the necessity of believing in your own lie
do I/they care about “reality”?
the story of the one of the flat earthers guru and the necessity to keep liviing in a parallel universe where there is a better place for the individual.
→ the role of the “game master”
On what extent the player can take decision and be responsible for the selected path?
How can I structure this “moments of choise”?Does the player have control on the journey?
Might be interesting to have the possibility to check the temperature of beliefs in the game.
what’s the game designer agency?
Virgilio driving Dante into the Inferno: the game designer as a trip guide.
Is there a game prophet?
→what I want people to “bring home”/experience?
do I want to make people feel lost/ manipulated?
do i want to make people believe?
what’s the role of fiction in the game?
how am I going to use fiction/for which purpose?
ex. femminist science fiction—the creation of an alternate reality/utopia
► Soberish podcast
► Mistrust, Matthew Carey
► Extraordinary Popular Delusions and the Madness of Crowds, Charles Mackay