Preventing social and personal change

I’ve been doing more creative research lately, starting to read up on Atlantis and the Knights Templar. The current edition of Hyper magazine is exploring moral choice in games. Very heartening, but also interesting because it isn’t exactly what I’m looking into.

I also gathered together my two essays and put them together to the best of my ability to begin my exegesis. I’m formatting it with topics and conclusions which then become my design constraints. In doing this, it has more brought to my attention where I’m going wrong with my thought process on Tragedy. Until now, I’ve kindof been seeing it as a way of changing society or personal thought. But I’ve since realised that this is backwards:

Tragedy is not about changing society, but preventing change and maintaining what else exists.

Thus, I need to ensure that the theme of my game isn’t about something I dislike about society, but something I do like that is being challenged. I’m supposed to be reinforcing behaviour and thought, while warning against incorrect choices. So, I need to ensure that the first part of my game design is aimed towards building up the relationship between the player-character and the tragic hero. I can’t have him/her be too deviant from the start, or else the deviancy must be understandable/interesting/tempting for the player as well.

It’s difficult, because my instinct is to show a “normal” hero or underdog- someone who goes against the corrupt society and is revered for it. Instead, I need to make sure that whatever I am depicting in the society in which this is set is what I want to reinforce, or otherwise the tragic hero needs to take their society to excess, and make sure that the law of their city is what they follow, instead of the law of the Gods of their time.

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