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| Title: Exploring Truth and Deception: A Philosophical Analysis of "Among Us" Through the Lens of Bombotree's Philosophy
| | [[Category:Mapping_Philosophy]] |
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| Introduction:
| | Bombtree theory — if you can place a tree anywhere inside your playable map, and you perceive it to be non disruptive to gameplay which is why you chose that spot for the tree, then you have proven to yourself that your level design is flawed. |
| In the world of gaming, "Among Us" has captured the attention of millions, inviting players into a thrilling realm of mystery and deceit. This multiplayer game, where crewmates work together to complete tasks while impostors seek to sabotage and eliminate them, not only entertains but also prompts deeper philosophical contemplation. By intertwining Bombotree's philosophy with the intricate dynamics of "Among Us," we can delve into profound questions about truth, deception, and human nature.
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| Bombotree's Philosophy:
| | During the creation of the map Balmy, it had come to my attention that I had spent a lot of time making an interesting looking tree, but then I had nowhere where I was content to place it. |
| Bombotree, a renowned philosopher of the 21st century, focused on the nature of truth and the complexities of human perception. Central to his philosophy was the idea that reality is subjective, shaped by individual experiences and interpretations. He argued that truth is elusive, often obscured by layers of perception and bias. Bombtree's ideas invite us to question the veracity of our perceptions and the reliability of our senses.
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| "Among Us" and Deception:
| | This is what made me realize I was searching for the most innocuous location to place the tree, rather than the most contentious. I decided I wanted the tree in such a way that it disrupted gameplay so much so that it becomes an iconic part of the map -- people will call it a bombtree I thought. |
| In "Among Us," players are confronted with a web of deception woven by impostors lurking among innocent crewmates. The game mirrors real-life scenarios where individuals must navigate a world filled with deceit and uncertainty. Players must decipher truth from lies, relying on observation, deduction, and intuition. The deceptive tactics employed in "Among Us" echo Bombtree's notion of reality as multifaceted and prone to manipulation.
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| The Illusion of Truth:
| | It's very easy to clutter a map with bad ideas. If you have a flower pot, you begin putting it in benign areas that do not disrupt gameplay. However I have learned to place these types of objects specifically in contentious and calculated ways so that they become iconic pieces of a map instead of a backdrop. |
| One of Bombotree's key insights is the illusion of truth—a concept exemplified in "Among Us." Crewmates must discern genuine tasks from impostor ploys, challenging their perceptions and forcing them to confront the ambiguity of reality. The game illustrates how easily truth can be distorted and how challenging it is to unravel deception when faced with conflicting information. Players must grapple with the limitations of their knowledge, confronting their own biases and preconceptions.
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| Trust and Betrayal:
| | Ultimately physics based barrels were removed from CS because they served no real functions other than to act as clutter. The greatest of novelties can be worn thin over time, it is important to cement objects in your scene into the functionality of the map so that they truly belong. |
| Trust is a fragile currency in "Among Us," constantly tested by the presence of impostors. The game underscores the vulnerability of trust and the consequences of betrayal. Bombtree's philosophy sheds light on the significance of trust in human relationships and the existential anguish that arises when trust is shattered. By examining the dynamics of trust and betrayal in "Among Us," we gain insight into the intricate interplay between truth and deception in social interactions.
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| The Quest for Truth:
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| Despite the pervasive deception in "Among Us," players are driven by a fundamental desire for truth and justice. They collaborate, strategize, and interrogate in pursuit of uncovering the impostors among them. This quest for truth parallels Bombtree's philosophical inquiry into the nature of reality and the human search for meaning. In the chaos of deceit, players yearn for clarity and resolution, reflecting humanity's perpetual quest for understanding amidst uncertainty.
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| Conclusion:
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| "Among Us" serves as more than a mere form of entertainment; it is a philosophical playground where players grapple with the complexities of truth and deception. By applying Bombtree's philosophy to the dynamics of the game, we uncover profound insights into human nature, perception, and the pursuit of truth. As we navigate the labyrinth of deceit in "Among Us," we are reminded of the timeless wisdom of Bombtree, urging us to question, explore, and seek truth in the midst of uncertainty.
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Bombtree theory — if you can place a tree anywhere inside your playable map, and you perceive it to be non disruptive to gameplay which is why you chose that spot for the tree, then you have proven to yourself that your level design is flawed.
During the creation of the map Balmy, it had come to my attention that I had spent a lot of time making an interesting looking tree, but then I had nowhere where I was content to place it.
This is what made me realize I was searching for the most innocuous location to place the tree, rather than the most contentious. I decided I wanted the tree in such a way that it disrupted gameplay so much so that it becomes an iconic part of the map -- people will call it a bombtree I thought.
It's very easy to clutter a map with bad ideas. If you have a flower pot, you begin putting it in benign areas that do not disrupt gameplay. However I have learned to place these types of objects specifically in contentious and calculated ways so that they become iconic pieces of a map instead of a backdrop.
Ultimately physics based barrels were removed from CS because they served no real functions other than to act as clutter. The greatest of novelties can be worn thin over time, it is important to cement objects in your scene into the functionality of the map so that they truly belong.