- No exit: you are locked in a room with other people, each as unpleasant as you. Your goal is to find your way out; you lose points the more you cooperate with the others.
- Scylla and Charybdis: you need to develop an epistemology which allows you to steer between the Scylla of dogmatism and the Charybdis of scepticism; you lose points by failing to be systematic.
- Shadows: you are a prisoner chained to the wall of a cave, watching shadows pass by. Your goal is to accurately guess which shadow comes next.
- Sisyphus: you are rolling a boulder up a hill, only to have it roll back down, endlessly; your goal is to embrace the absurdity of your condition. You lose points by taking a coffee break.
- Twin Earth: you are a space exploring landing on Twin Earth. Your goal is to successfully determine the chemical composition of the water-like XYZ stuff in the oceans there. You win bonus points by developing a system to distinguish a twin earth elm tree from a twin earth beech tree.
- Best of all possible worlds: Your goal is to devise a world that is better than this one, and prove its possibility.
Friday, March 14, 2014
I'm thinking of a career change, and getting into game design. Do you think any of these might find an audience?