Black Hour: A Christian video game design proposal by Neirai

Neirai the Forgiven

Christian Guilds List Manager
This is an actual assignment (read:essay) that I completed in my last semester of college. In form, it consists of a "creative" portion, where I lay out my plans for a video game, and an "explication," where I discuss what I was doing in the game and why. Because of time and space constraints (the essay was supposed to be only 10 pages) the explication is very distilled and brief. Feel free to read this and to comment on it. I would be more than happy to interact with your comments and possibly to defend certain actions or forms of content within this work.

"Black Hour" is based loosely on the book Fight Club, by Chuck Palahniuk. It is not based on the movie: although there is certainly overlap between the two, I have never seen the movie.

This work is my response to the age-old question, "Can you make a Christian shootemup that isn't cheesy?"

And yes, this is a severe wall of text.


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“In the real world, things are very different. You just need to look around you: nobody wants to die that way. People die of disease and accidents. Death comes suddenly and there’s no notion of good or bad. It leaves no dramatic feeling, but great emptiness. When you lose someone you love very much, you feel this big empty space and think, if I had known this was coming, I’d have done things differently.”
Dialogue from Final Fantasy 7 (Square, 1997)

BLACK HOUR

Introduction
Black Hour centers around a small group of survivors, people who have not been bitten and affected by werewolves. The game begins on the day after a full moon. On the previous day a number of werewolves began a rampage through the relatively small city, attacking and infecting the city’s population with lycanthropy – the tendency, usually a byproduct of a disease or curse, towards involuntarily becoming a werewolf. The survivors believe they must find a way to stop the lycanthropy from spreading and plaguing the city before the next full moon, or else the werewolves are likely to finish the task. The danger of the werewolves taking over the town is made much more likely by the fact that these werewolves are intelligent, and given enough time, such as the twenty-four hours of the full moon day, the wolves will to pack together and accomplish more difficult problem-solving tasks – like rooting out small groups of survivors.

The werewolves in Black Hour do not behave like traditional werewolves, per se. One particular oddity is that on days listed on calendars as being associated with a full moon at night, the infected people become werewolves from the moment that they awaken till the time that they go back to sleep. Also, the werewolves assume their lupine – wolfish – form every day from 6:30pm until 7:30pm, the so-called Black Hour. Finally, none of the werewolves are aware of their condition, suppressing all memories of being werewolves during the Hour, and leading regular human lives for the rest of the day. These people employ cognitive dissonance whenever they encounter evidence of werewolf activity from the night or even hour before, despite the fact that this wanton ignorance adds a surreal quality to their existence – as evidenced by newspaper and television stories throughout the game that report the bizarre events caused by the werewolves, but attribute them to various other causes.

Gameplay in Black Hour will take part in two phases – survival, the phase leading up to the dreaded “full moon day,” and infiltration, which occurs during the full moon day and leads to the game’s resolution. In each phase, the player has limited and different knowledge of the werewolves’ nature and the effects of this limitation is illustrated by the narrative, camera work, and gameplay mechanics of each phase.


Phase 1: Survival

At the beginning of the game, the player character finds himself in a survivor’s meeting at an old high school. He is surrounded by about two dozen other survivors, who come from various walks of life, including, but not limited to, teachers, doctors, members of the U. S. Army, and computer programmers. Several of the “survivors” are not really survivors but are victims of the lycanthropy who are aware of their condition and lock themselves away during the hour or allow the doctors to experiment on them – within reason.

The player character learns that he has roughly one month to help determine the cause of the lycanthropic outbreak, and of the werewolves’ unexplained, non-“textbook” behavior. Failure to accomplish this goal in one month will not necessarily result in the termination of any attempt to stop the lycanthropy, but the survivors are not sure whether they can survive the upcoming full-moon day. The other, non-player characters present differing views on how stopping the outbreak may be accomplished, such as the use of lethal violence, as the game will include a number of traditional survival-horror weapons; the use of non-lethal violence, which would involve raiding a police station under cover of the Black Hour for Tasers, or perhaps a zoo or hospital for tranquilizers to subjugate the werewolves; other characters advocate that this kind of violence is not conscionable against what may very well simply be sick humans and suggest less violent routes such as gathering information through medical, historical, and psychological assessment of infected humans. The player is also informed of the werewolves’ habits during the Black Hour: their roaming, eating, and packing habits, and their strange tendency towards grouping together in the main town square for a period of time before spending their last 10-20 wolfish minutes in what appears to be either searching for survivors or trying to leave town.

At this point, the player is given the choice as to which path (or blend of paths) of “player quests” he or she wishes to go down. It is important to note that in Black Hour the non-player characters will each attempt to do his or her own thing regardless of whether the player chooses to join them. The pro-violence groups will eventually attempt to use some violent ways to suppress the werewolves, although, without the player’s siding with the pro-lethal group, the pro-violence group will tend towards non-lethal means. The non-violent groups will also attempt to carry out their plans. The player will have the constant ability to switch between the various groups at will. For example, a player could choose to affect a heist for Tasers and then join with the team who is looking for evidence of prior lycanthropic activity in the area, and later on may decide that going on a shooting rampage is best. The game will allow the player to make these decisions, as Black Hour will be more-or-less an automated story that characters play a single actor in, rather than a set of events that are triggered by and occur around the player. This model of the player as a supporting actor rather than the initiator of the action is suggested by adventure games legend Tim Schafer, creator of the Curse of Monkey Island series (Pearce 8-10).

Over the course of this first phase, four overall events will take place. The more violent non-player characters will find that violence does not enable them to defeat the werewolves, and they will in fact eventually become infected themselves. In the process, they will also alert the local police to the fact that a “violent domestic terrorist group” exists in the city, which will result in a police crack-down on the survivors, in about five days after the defeat of the pro-violent ex-survivors. The police scrutiny will force the player and the non-violent characters to work towards their goals more quickly. Second, the non-violent survivor characters will determine that the lycanthropy is not in fact caused by any disease or medical condition; they will also discover that the city has a history of hushed-up werewolf activity. Eventually, it will be determined that the city was founded by a number of refugee werewolves and that the entire town is actually descendants of werewolves – the wolfish tendency is part of the nature of the people, and not caused by an external force. The bizarre non-storybook behavior of the werewolves is simply caused by the social acceptance of lupine behavior during the Black Hour and on days marked on the calendar as having full moons.

These events will serve to pressure the player to move forward in the story. Roughly thirty game days from the beginning of the game, which is about the same time that the true nature of the werewolves comes to light, the dreaded full moon day – twenty-four hours of lycanthropic activity – will begin. The full moon day will be the player’s largest challenge to date, as the werewolves will begin to coordinate their actions after about an hour. The werewolves will attempt both to root out any survivors and to begin attacks on the neighboring towns. This widespread and dangerous lycanthropic activity ends up alerting the United States government to the threat of a werewolf outbreak and, quickly thereafter, the U.S. Army is dispatched to deal with the situation. If the player cannot resolve the lycanthropy by the end of the day, the town and everyone in it will be destroyed.


Phase 2: Infiltration and Resolution
With the realization of the nature of the werewolves, the player character gains the self-knowledge that he is also a werewolf and can assume the form of a werewolf at will. Doing so allows the player to infiltrate the werewolf’s assemblies without getting killed. This ability is especially important during the full moon day, as every other person in the city at this point is a full-fledged werewolf. While in werewolf form, however, the character’s propensity towards violence increases with time, causing the player to risk losing control of the character with increasing probability. Violence during this phase is still treated as a negative, and so giving into the player character’s new wolfish tendencies will still be a very bad thing.

During his infiltration of the werewolves, the player character learns that the werewolves are basically acting out of their own desires for power and control. When coordinated over greater periods of time (like full moon days,) the werewolves are attempting to create a lycanthrope-Supremacist state, which is driving the attacks on neighboring towns and which spurred the attacks on the surviving townspeople. The werewolves believe that by spreading the lycanthropy to humans, they can create a new, perfected state.

At this point, the player is given the choice as whether to attempt to defeat the alpha male, a pro-violence survivor character from the beginning of the game who now leads the werewolves, and assume command of the werewolves. This resort to violence would begin a set of events, explained in a full motion video, where the werewolves attack the U. S. Army and are defeated, because the American firepower is still greater than the werewolves’ lycanthropic powers – although, some visual cues will suggest that some of the werewolves or, at least, some other werewolves continue to live on as some of the U. S. Army soldiers may have been infected during the fighting, or possibly have been werewolves all along.

If the player chooses to avoid the final confrontation, he or she is given an alternative route, which involves infiltrating a fairly well-guarded high-rise and using a local television/radio station to attempt to communicate with the werewolves and the U.S. Army. The player may, once again, use violent or non-violent methods, although nonviolent methods tend to once again be privileged as the sounds and smells associated with the violence will attract more enemies. When the player character arrives in the television studio, he begins a broadcast informing both the werewolves and the United States as a whole of the current situation – that the people are all werewolves, and that their lycanthropy is, albeit unconsciously, voluntary. He urges the werewolves to abandon their hostile ways and resume normal human activity. While some of the werewolves accept his words, most of the werewolf-supremacists attempt to storm the player character in the studio. The player character then must run to the top of the high-rise, where he is rescued by a U. S. military chopper. In the final movie, the player urges the military to rescue any people who return to human form. The game ends with the military attempting to accomplish this while defending against the werewolf supremacists. The ending video, while positive, is bittersweet in that it remains ambiguous whether or not the remaining werewolves will survive, and also whether the werewolves who return to their humanity will choose to stay that way, whether the American people will accept their humanity or whether the ex-werewolves will always be treated as monsters, and whether the ex-werewolves’ lust for power will resurface.



EXPLICATION
Richard Olsen argues that in order to reach popular culture, one needs to use methods that appeal to the mindset traditionally associated with being “right-brained,” that which privileges imagery and sounds, because the new culture is highly iconic (Olsen 2). According to this model, a method of reaching today’s popular culture must be immersive (2), experiential (3), popular (5), entertaining (6), and external to the viewer (7). A video game such as Black Hour is designed to exhibit all of these traits.


On Genre
The survival-horror genre is based on the basic notion that the player (the “self”) is beset upon by monsters (the “other,”) that he or she must defeat and destroy in order to survive. This means that, structurally, survival-horror games are based on the notion that survival is attained through the “self” engaging in gratuitous violence against the “other.” This notion might be acceptable in a video game environment where the “other” is inhuman, but translates very poorly and dangerously into the rest of human lives, particularly when the person who has this notion might have a bigoted view of what the “other” is: e.g., people of minority or women.


On Werewolves
Werewolves are a metaphor for the dangerous undercurrent of evil given by hegemonic consent (DiGiglio-Bellamore 3). Werewolves refer to humanity’s use of the power of ideological manipulation in a world without a proper balance of power (4). The “werewolf” of hegemony gains its power when society turns a blind eye to the hegemonic power structures that make up their world.

Another reason for using werewolves as the primary monster in Black Hour is that werewolves deconstruct the typical human/monster opposition of the survival-horror genre. Werewolves are both humans and monsters, depending on the time of day. In Black Hour, none of the werewolves are consciously aware of their monster status, and therefore lead normal lives most of the time. This means that the enemies in Black Hour are constantly changing sides on the human/monster opposition, making the use of violence an ethical dilemma.


On Fight Club
Most of Black Hour is an adaptation of Fight Club’s themes, translated into a story of werewolves in order to fit Fight Club into the survival-horror genre. Also, Black Hour gives the player the choice of multiple routes through the adapted Fight Club story, and privileges non-violent routes. Fight Club tells the story of a pervasive and evil fascist empire created through channeling the self-suppressed antisocial tendencies of masculine nature (Ta 265). Black Hour’s evil is created through the subconscious acting-out of werewolf nature, but the theme of creating a contagious evil by constructing an environment where violent, antisocial behavior is socially acceptable – what Olsen calls the “werewolf curse” – is largely the same (Olsen 4.) Unlike in Fight Club, however, where the members of Project Mayhem are men trying to maintain their masculinity and the implied male supremacy, Black Hour’s werewolves are attempting to maintain their wolfish power and superiority by assuming their lupine forms (Ta 267). Black Hour also brings to bear a similar irony to that of Fight Club: Fight Club’s Project Mayhem attempts to use anarchy to defeat a repressive “feminizing” society, while creating a secret society that is just as repressive (267). Likewise, in Black Hour, many of the survivors espouse the use of violence to defeat the violent werewolves, unaware that they themselves are also werewolves, also prone to the use of violence as power, the sign of the werewolf curse.


On Fascism
Fascism is common to both Black Hour and Fight Club. Jennifer Barker argues that Project Mayhem’s members are silenced shaped by their leader, Tyler Durden (Barker 180-181). Likewise, the Fight Club is a governing body that claims to give meaning to its followers as long as they follow its rules absolutely (181). In Black Hour, the werewolves become organized into a similar movement, under the thumb of their leader, the alpha male.
Fascism plays an explicit role in Black Hour because players of Black Hour might not reject violence as a result of the breakdown of the human/monster opposition, and might resurrect the opposition in the form of a new monster/human structure. If they do so, they miss the point of the whole game. Rather than prevent the player from siding with the fascist werewolves, Black Hour enables the player to join the werewolf supremacists, but illustrates why and how this route does not work.


On Camera Work and Being a Werewolf
During Phase 2 of Black Hour, the player character gains the ability to be a werewolf, giving the player the experience of the very power that he or she is supposed to be resisting. The feeling of power will be illustrated by through the use of camera techniques: when the player character is human in form, the game will use an over-the-shoulder third-person camera view. The third-person view conveys a sense of vulnerability and mortality (Carr 24). When the character assumes werewolf form, however, the camera will shift to the popular first-person shooter view – the avatar is invisible and the player sees his or her character as simply a weapon, in this case a wolf’s snout. The first-person view gives the player a feeling of immortality and power. This camera change will make lycanthropy, which is Black Hour’s metaphor for the use of violent power, seductively attractive to the player, as it frees him or her from being related to a weaker, mortal character (25). Prolonged use of the werewolf form, however, will cause the player to lose control of the player character, illustrating the way in which the use of power as social control snowballs out of control and into violence (Ta 267).


Conclusion
It is my desire that Black Hour’s target audience – existing fans of the survival-horror genre – will come to realize that wielding violent power against the other, whether the other is a video game monster or a real-life person, is ineffective and simply leads to counter-violence. Black Hour adapts Chuck Palahniuk’s Fight Club into a video game, and gives the player the choice of multiple paths through the action – the player is not simply forced to take Fight Club’s narrator’s path of following the villain Tyler’s lead towards fascism. By providing the player with choices and by pairing the choices up with realistic consequences to otherwise gratuitous actions, I hope that Black Hour will cause gamers to begin to ask relevant questions about the nature of violence and to realize that the distinction between the self and the other is purely artificial.

Works Cited and Consulted
Barker, Jennifer. “‘A Hero will Rise’: The Myth of the Fascist Man in Fight Club and Gladiator.” 36.3 (2008): 171-187.
Bendle, Mervyn F. “The Apocalyptic Imagination and Popular Culture.” Journal of Religion and Popular Culture. 11 (2005): n.p.
Carr, Diane. “Play Dead: Genre and Affect in Silent Hill and Planescape Torment.” International Journal of Computer Game Research. 3.1 (2003): n.p.
DeGiglio-Bellemare, Mario. “‘Even a Man Who is Pure in Heart’: Filmic Horror, Popular Religion, and the Spectral Underside of History.” Journal of Religion and Popular Culture. 10 (2005): n.p.
Hall, Richard and Kristy Baird. “Improving Computer Game Narrative Using Polti Ratios.” International Journal of Computer Game Research. 8.1 (2008): n.p.
Humphries-Brooks, Stephenson. “The Body and Blood of Eternal UnDeath.” Journal of Religion and Popular Culture. 6 (2004): n.p.
Olsen, Richard. “Keeping the Fidelity in Stereo Catechesis: Opportunities and Dangers in Transmediation of the Gospel as Illustrated in Sister Act I and II.” Journal of Religion and Popular Culture. 14 (2006): n.p.
Palahniuk, Chuck. Fight Club. New York: W.W. Norton & Company, 1996.
Pearce, Celia. “Game Noir – A Conversation with Tim Schafer.” International Journal of Computer Game Research. 3.1 (2003): n.p.
Smith, Greg M. “Computer Games have Words, Too: Dialogue Conventions in Final Fantasy 7.” International Journal of Computer Game Research. 2.2 (2002): n.p.
Square. Final Fantasy 7. Tokyo: PlayStation, 1997.
Ta, Lynn M. “Hurt So Good: Fight Club, Masculine Violence, and the Crisis of Capitalism.” Journal of American Culture. 29.3 (2006): 265-277.
 
Well I admit you are indeed correct it is a bit of a wall of text but I am happy to have read through it. It is admittedly an ambitious idea for a project but one that may hit a few snags. now I am not an expert on video game design or programming but i know enough programmers to know that ambitious ideas take time and lots of money. you also may want to make sure your writing is up to snuff with a good framework before you get up and running. I am an amateur writer at best but consistancy can go a long way in these sorts of things.

The question you pose, "Can you make a Christian shootemup that isn't cheesy?" is an interresting one and open I will say can most definitely be made. one could argue quite plausibly that with a few slight tweaks to story and game play, Something like Bioshock would make an excellent example. For example, in Bioshock one could keep the anti-Randian bent and discussion on free will and choice but allow also for greater latitude on what the character can do for non lethal alternatives and create consequences for moral mistakes the player character makes through splicing and you have the makings of a nice Faustian shoot em up. However as is the nature of these games often the player character through progression seems to achieve an almost god-like status by way of sheer game play mechanics, what needs to exist but is often difficult to achieve in a game play environment is an actual sense of helplessness and dependence on God and not like some cheesy save point idea because things like that only seem tacked on mockeries at best..

One game I know that achieved the effect of Reliance on God very well was Earthbound. Aside from being a quirky and literate deconstruction of Dragon Warrior, the game also featured one of the most interesting scenes featuring prayer I have ever seen in a video game. In the game one character is featured as having a pray command in their battle menu. Often times it seems like every time the character uses it, generally something slightly good happens, or something seemingly terribly random will happen. Most players will find this command useless in most situations. But (and this is where the kicker comes in) in the final battle against an enemy which is described as the embodiment of evil it becomes the only thing that can actually win the game. No amount of fighting will ever do enough to stop the final enemy except constant prayer while under his onslaught. Sometimes the prayers would even seemed to be fruitless as they were absorbed into the darkness, eventually culminating in a massive intercessory prayer that destroys the enemy. Without even a pretense of preachiness, a secular game designer captured a video game metaphor for spiritual battle so complete, I am wondering why 15 years later I have never truly seen it matched by any Christian game developer.

I bring up examples like these because despite the efforts of Christian game developers I think to date the secular world has come closer to the goal of realizing these goals. I personally come from the Flannery O'Connor/J.R.R. Tolkien School of thought when it comes to Christian literature and art. Which is to say as O'Connor puts it:

"The novelist with Christian concerns will find in modern life distortions which are repugnant to him, and his problem will be to make these appear as distortions to an audience which is used to seeing them as natural; and he may well be forced to take ever more violent means to get his vision across to this hostile audience. When you can assume that your audience holds the same beliefs you do, you can relax a little and use more normal ways of talking to it; when you have to assume that it does not, then you have to make your vision apparent by shock -- to the hard of hearing you shout, and for the almost blind you draw large and startling figures."

In other words the secular artists and developers designing for a secular audience find it a great deal easier to work in the occasional Christian motif into their work because they have the starting point already established as ground for their audience. For the Christian game developer this is why it seems most work produced only finds success within a Christian market. Which is not a discredit upon the game or it's developers but merely an oversight on their part (or a calculated marketing move, which seems somewhat disingenuous.) indeed the best place to start in you message as with any apologetic is with the natural law. Use this as a base and build up as necessary for pacing and plot's sake. This ensures a broad starting base which is invited to continue as you make the finer points of your work.

I see that in a sense you are attempting this but there is the following warning. Do not go overboard unless you are trying to do so intentionally. Flights of ridiculous fancy work well from a self-aware comical standpoint but the moment you are going for a serious tone it will resound in a nasty brown note. If you want to see how the whole good and evil battle inside thing works when applied well I would recommend looking at how Prince of Persia managed the prince/dark prince mechanics in the two thrones. One must be careful though of certain things though when discussing adding a Christian motif to such things. Do not fall into the gnostic heresy of dualism and also when it comes to looking into Fight club as a source be careful not to fall into the trap of glorifying Nietzscheism as Chuck Palahniuk seems to do through characters like Tyler Durden and the narrator. Anyway, found it a novel idea I wonder about it's implementation but wish you the best of luck.
 
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Mr. Saturn: You talk about needing to create a sense of helplessness and reliance on God. The 3rd-person camera view used in games like "Silent Hill" can do so (see my note on Camera work and Diane Carr's "Play Dead: Genre and Affect in Silent Hill and Planescape: Torment, found in the International Journal of Computer Games Research.)

As to your final paragraph, could you provide me with examples of both flights of ridiculous fancy and of gnostic dualism (or near gnostic dualism,) as I'm not sure what you mean, but want to take your comments seriously.

Also, I should point out that I'm fairly convinced that Chuck Palahniuk doesn't consider Tyler Durden and the narrator to be sympathetic characters that we should follow. They are the villain/victim of Fight Club, guys whose views are very messed up. I actually worked Nietzsche's philosophy into the story on the negative side -- the werewolves are very much hammer vs nails thinkers.
 
if I seem to be hard on you don't take it too personal, I mean it as constructive criticism. Personally I don't take the peer reviewed journals with very much weight. I say this from the perspective of having friends in the industry who view the current "institutionalizing" of the game making only useful for securing grant money, that includes voices from people in the institutes themselves. its a on off topic point so I wouldn't linger on it, as as to any ridiculous flight of fancy, what I mean to say is that any project that attempts to take itself seriously must be logically consistent and not stretch the player's suspension of disbelief so thin that you can play drum solos off it. Werewolves? ok I like werewolves. Nazi-style villains bent on world domination? I'm all for it. Nazi-style villains who happen to be werewolves? that's even better. Nazi-style villains who happen to be werewolves and forget they are Nazi-style villains who happen to be werewolves when they turn back to normal? I'd settle maybe for one character doing that but an entire society? as if all traffic on the highway comes to a halt and society crumbles into the pits for an hour and people wake up thinking it one collective hangover? my friend at this point plausibility has taken a swan dive out the window, and you would be wise to take refuge in audacity. with some slight retooling maybe this could be made better.

as for the term gnostic dualism, perhaps it would be wiser for me to say just any dualism in particular. I was thking primarily of something more akin to Manichean style dualism (they are a gnostic sect blending elements of Christianity with Zoroastrianism). Do not think I am accusing you specifically, I only mention this because in fiction when pitting good VS evil it's often become quite easy to fall into the Dualism trap, doesn't make your fiction any less interesting to read, but it might make it heretical. The Most modern and perhaps easiest example I can bring up is star wars. Thr force in star wars is given 2 sides a dark side and a light side, and both are seen within the context of the film's mythology as being equal and opposite forces. when in reality evil in the true christian sense is not an embodiment or manifestation in itself but quite the inverse, a lack in the manifestation of embodiment of good. Just as cold is the lack of heat and darkness is the lack of light, evil is the lack of good and therefore not a separate entity but a philosophical and theological reality who's existence is dependent on the existence of good, as opposed to Good itself who's very definition can be found in God, and therefore can exist independent of evil.

as for what chuck thinks, a lot of his protagonists seem to share in Tyler's transgressive nature. while not always the hero, it seems as though Chuck has an affinity for making these the characters that seem to get the most attention.
 
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Just a few clarifications:
First off, the fascists in this game are not Nazis. They are supremacists. It is demonstrably true that, with a few exceptions that are regularly because of God's grace, any time a demographic of humanity has become more powerful than another, they tend towards becoming supremacists -- the KKK (can I say that?) in America, various people groups in what was the Belgian Congo, and, of course, Nazis in Germany are excellent examples of this.

In Black Hour, the werewolves are aware of their more powerful status.

I would also argue that repressing one's own knowledge of one's own evil is not abnormal -- to keep on the racism example, I myself have caught (and repented of) my own acting in racist ways towards certain people groups, even though I have always been a person who hates racism and believes that God created us all the way he did because he loves us that way. God loves diversity. I would have never categorized myself as racist, but there were a number of people groups that I automatically placed in stereotypical categories, something I have repented of and work to counteract.


On dualism, I really can't see where I'm committing dualistic ideas here. Evil, which for the purposes of this game is defined as "wielding earthly, temporal power against other people" (not the true, complete definition of evil, but rather the way evil is approached in this game) is not seen as another form of good.

Basically, the reason I give the player the option to play a werewolf is to allow for freedom. I don't want a player to finish the game and say "it sucks how the author made us do what he thought was right and didn't give us the choice to try other routes." I do, however, try to make realistic consequences for trying the other paths. You want to wield were-wolf power (again, a representation of trying to wield temporal, hegemonic powers) and make it work? Be my guest. Just understand that werewolf power will behave just like temporal hegemonic power, and you'll see just how that goes: not too well.

My design philosophy is that, because a game is a game and therefore a sandbox for temporary experience rather than a system where your actions effect others in permanent ways (at least, this kind of game is, I'd never say that about something like World of Warcraft,) it's not good to create ethical or moral walls to hem players into acting in certain ways. It is also not good, however, to reward certain behaviors (like going on a killing spree) or to disconnect them from their obvious consequences. As a commentary on Grand Theft Auto games, in real life, the police don't stop hunting you when you change clothes. Not in real life. And they're much better at it than in GTA. Welcome to losing the game very quickly.


Another thing that I think I should point out is that the protagonist in Black Hour is not (at least not explicitly) a Christian. He's a "joe everyone" type of character. This is not an allegory of spiritual life. Although I should readily say that this is somewhat of an expose of regular life. How many people do you know who, for an hour after they get off work, behave in ways and manners like a "werewolf." I must say that when I'm stuck in traffic, I do sort of seem a bit more "wolflike" in the thoughts I have towards the guy in the honda in front of me, or the big black dodge that roars up behind me and then cuts me off.


Anyhow, that's all for now. Mr. Saturn, if this seems too harsh, I'm not trying to be. In fact, I've enjoyed having to look back and say to myself "am I really being a gnostic dualist?" I'm fairly sure I'm not doing that (I think), but it was worth looking again. I'd hate to make a game with a message only to find out that it's giving the opposite message (although inadvertent messages are inevitable.)
 
In Black Hour, the werewolves are aware of their more powerful status.

The werewolves (in form) you mean? From above it sounds like they don't know about their activities at night. Unless there were some side effects that took place during the day then this would not make much sense. For instance a random person starts winning races/dashes were they previously were bad. From that their social status skyrocketed, etc.

The main problem with this is that games are inherently bad at telling a story unless you yourself play it. It is like making a person watch a movie then giving them an encyclopedia to look up things they don't understand. A large portion will refuse to do so because the reward < work.

I would also argue that repressing one's own knowledge of one's own evil is not abnormal

Sometimes you do evil when you are doing what you think is right. For instance a game I own has alternate endings, both are positive from a certain point of view, but one has terrible repercussions for humanity as a whole (essentially extinction) while the other results in millions of deaths of innocents. From hindsight the choice is obviously clear but as you play you really have no idea aside from what you understand.
 
Sometimes you do evil when you are doing what you think is right. For instance a game I own has alternate endings, both are positive from a certain point of view, but one has terrible repercussions for humanity as a whole (essentially extinction) while the other results in millions of deaths of innocents. From hindsight the choice is obviously clear but as you play you really have no idea aside from what you understand.

Sounds like a decently made game :)
 
Nerai I am not sure why you have interpreted what I was saying earlier as accusing you of dualism or gnosticism, I repeat once again what I was offering before was general advice with regards to that subject and not necessarily reflective of your current project. I only brought it up because it is a common mistake OTHERS make.
 
Nerai I am not sure why you have interpreted what I was saying earlier as accusing you of dualism or gnosticism, I repeat once again what I was offering before was general advice with regards to that subject and not necessarily reflective of your current project. I only brought it up because it is a common mistake OTHERS make.

Ahh. Well, I must admit that I do find it easy (some times) to jump to conclusions because text is vaguer than speaking. I hope my defenses have not been too harsh, as I would hate to be overly defensive in response to advice (not a sign of wisdom, you know.) I did take your advice very seriously and would say that I agree that, to a certain extent, dualism + gnosticism are threatening and easy pitfalls when building ethical systems into entertainment.
 
That sounds like a very interesting game. One thought though in regards to question, "Can you make a Christian shootemup that isn't cheesy?". If it is a Christian game, where is Christ in it? For something to be called Christian, Christ should be at the center. There are a lot of supposed "Christian" books and songs that I wouldn't consider Christian because they do not mention Christ, God is only in them in concept, and God is so vague that he could be the god of any religion. The same would go for a game, or anything bearing the "christian" label. Something that is created by a Christian doesn't make that object a "christian" object. Now, if the intent is to call it a game that can be safely enjoyed by Christians, that is another matter. However, if Christ is not in it, then I would rephrase the question to read more like, "Can you make a shootemup that Christians can enjoy that isn't cheesy?"

Just my $.02. The game ideas are excellent. I'm not trying to insult anything you wrote, but I wanted to throw out my thoughts on it. Like I mentioned, there are a lot of things that people call "christian" that aren't really since Christ isn't in them.
 
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