Be advised: this thread is not for serious in-depth discussion of weighty topics (we have a link for that), this thread is not for anything Culture War related. This thread is for Fun. You got jokes? Share 'em. You got silly questions? Ask 'em.
- 192
- 2
What is this place?
This website is a place for people who want to move past shady thinking and test their ideas in a
court of people who don't all share the same biases. Our goal is to
optimize for light, not heat; this is a group effort, and all commentators are asked to do their part.
The weekly Culture War threads host the most
controversial topics and are the most visible aspect of The Motte. However, many other topics are
appropriate here. We encourage people to post anything related to science, politics, or philosophy;
if in doubt, post!
Check out The Vault for an archive of old quality posts.
You are encouraged to crosspost these elsewhere.
Why are you called The Motte?
A motte is a stone keep on a raised earthwork common in early medieval fortifications. More pertinently,
it's an element in a rhetorical move called a "Motte-and-Bailey",
originally identified by
philosopher Nicholas Shackel. It describes the tendency in discourse for people to move from a controversial
but high value claim to a defensible but less exciting one upon any resistance to the former. He likens
this to the medieval fortification, where a desirable land (the bailey) is abandoned when in danger for
the more easily defended motte. In Shackel's words, "The Motte represents the defensible but undesired
propositions to which one retreats when hard pressed."
On The Motte, always attempt to remain inside your defensible territory, even if you are not being pressed.
New post guidelines
If you're posting something that isn't related to the culture war, we encourage you to post a thread for it.
A submission statement is highly appreciated, but isn't necessary for text posts or links to largely-text posts
such as blogs or news articles; if we're unsure of the value of your post, we might remove it until you add a
submission statement. A submission statement is required for non-text sources (videos, podcasts, images).
Culture war posts go in the culture war thread; all links must either include a submission statement or
significant commentary. Bare links without those will be removed.
If in doubt, please post it!
Rules
- Courtesy
- Content
- Engagement
- When disagreeing with someone, state your objections explicitly.
- Proactively provide evidence in proportion to how partisan and inflammatory your claim might be.
- Accept temporary bans as a time-out, and don't attempt to rejoin the conversation until it's lifted.
- Don't attempt to build consensus or enforce ideological conformity.
- Write like everyone is reading and you want them to be included in the discussion.
- The Wildcard Rule
- The Metarule
Jump in the discussion.
No email address required.
Notes -
Several. Note, I watch games more than I play them, in part because games are often not compatible with Mac especially early on in its release and my computer also often lacks the appropriate specs to properly run them. This means I tend to gravitate towards story-heavy games, where the enjoyment is mainly on the narrative and less on the gameplay. You can find a synopsis of any of these games online, so rather in this post I will try to sell these games to people who haven't played them before.
The main one that comes to my mind is SOMA, which is perhaps the piece of media that did the most to get me interested in sci-fi. In this game, the protagonist is a man who has brain damage and goes in for a new experimental brain scan to explore treatment options. During the scan, he blacks out and wakes up in a mysterious facility. This is a relentlessly bleak and nihilistic game that tackles topics like consciousness, brain emulation, artificial intelligence, morality and so on and while there's probably not much new there for the seasoned Mottizen who I assume is intimately familiar with all of these topics, it places its philosophical musings in the context of a very affecting story that stayed with me long after the credits rolled. The part where you have to extract the security cipher from Brandon Wan, as well as the ending, are some of the scenes that I still think about from that game today. In fact, I'd go as far as to say that this game is probably one of my all-time favourite pieces of narrative media in general, and I always strongly recommend it to people who haven't played it or experienced it in some way.
There's also OMORI. This game is very unlike the previous in that it doesn't grapple with Big Themes or Big Ideas and rather tackles a more personal story. Now, it is an RPG Maker game, which are typically horribly written and put together, but this one is quite well done. You play as a hikikomori who routinely loses himself in a dream world he's made to cope with reality called Headspace, and watch as his mental state slowly unravels. This game is willing to go to incredibly dark places, and the last third of the game in particular is especially fantastic (albeit very emotionally draining). I do have my gripes with it - the game has a huge amount of unnecessary padding, for one, but the story more than compensates for it. And there's a late-game plot development which might be seen as cheap, but which I personally think works very well and which the game wouldn't be the same without.
Seconded SOMA, the ending really got under my skin.
More options
Context Copy link
More options
Context Copy link