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If I remember correctly, in Fallout I the player can have a lengthy dialogue with a computer, and the discussion is about the philosophy of mind, with references to Daniel Dennett's arguments. But that was just a little add-on amusement which the player could freely skip and anyhow the discussion didn't have any impact in the game world. Hmm, so, if I ever make a philosophy game it could start with some sort of situation where the user has to choose something like;
A) Philosophy is waste of time, for no matter what philosophical view one adopts it has no consequences on the level of practical daily reality
B) Philosophy is of foundational relevance, as every mundane opinion, view, action or belief is based on some assumptions, and Philosophy is about examining and questioning those assumptions; change something in those foundations, and all the rest needs to change, too.
C) I'm not satisfied with A nor B, give me more options!
(And then, in the course of the game the player would constantly face situations which seem to contradict or to question the validity of the choices the player made earlier, thus nudging the player to self-reflect on their philosophical stance. Spoiler alert: so the game wouldn't be about trying to prove this or that philosophical view, it would be about promoting and fueling the very process of self-reflection. But now, a critical reader can say that this already is a philosophical view, for Erkka seems to put little weight on view "Philosophy aims at a fixed set of eternal opinions", while he consistently puts more emphasis on the view "Philosophy is more about the process, the skills, the practice, the habits of critical thinking, Philosophy is movement of thought and not some stand-still collection of truths." Okay, then, the imaginary Critical Reader wins! So I need to edit my earlier statement: If Erkka is ever going to make a philosophy game, it is very likely going to be a game where the player is having hard time reaching any final and settled fixed opinion, but the process becomes an adventure in itself, and the more the player explores the game the more the player needs to practice skills of self-reflection, questioning and critical thinking. Although, it would be super nice to include a way for the player to protest again that, too - I see a player desperately trying to choose any option in style "This endless reflection sure needs to end SOMEWHERE, now give me the final options to choose from so that we can escape this maze!", but the more the player needs to do that, the more the maze stares back =)