As a former philosophy student here's an FYI:
The main point of kantian ethics is the categorical imperative, i.e. 'rule' or 'law' based determinations of the morality of an action; actions are judged 'automatically' and 'objectively' by how they are described and the rules can NOT be bent (i.e. killing is wrong no matter what)
You got utilitarianism basically right though

although 'greater good' doesn't really refer to a group of people but rather to the quantity of good. it is more specifically about the math of how much good is produced, sometimes it is focused entirely on the individual (hedonism).
Neither philosophy is really about the 'who the action serves' (individual vs. group) but rather the
method of determining the moral value of action.
marks wrote:Yeah, thats correct. Instead of using typical displacement methods that drive a player forwards through a level .... we want to do it backwards. It fits our gameplay dynamic better.
Can you avoid making the player feel like they can't win? Reading your design doc it says you go up through a building to the roof. Does this mean you always fail, always being pushed back, or are you defending an objective in each level that will allow PROGRESS to the next level? (for example, powering a generator to open the door to the next level) Is the roof an extraction point? 'progress' and 'movement' are entirely relative, you are still setting up a sequential arenas with a fail/success condition...isn't 'time' the real dimension of direction? Maybe the scoring system reflects the 'backwardsness,' i.e. you want to stay in each area as long as possible (is that the case?) What is the goal? Is the roof goal or fail?
Could you say a little bit more about that, how does it fit your gameplay dynamic better?
Also, is this a project for creative assembly and if not how does that work with your contract? Do you not have a non-compete clause? Is this a commercial project? I'm just curious about how that stuff works, don't want to get you in trouble or anything
