Entwurf für den Dialog mit Sokrates in seiner Zelle (PJS)

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Die Versionsverwaltung habe ich bis jetzt leider noch immer nicht richtig installieren können, deshalb stelle ich den Entwurf für den letzten Dialog mit Sokrates (und damit vielleicht auch ein mögliches Ende) voreinst einmal hier ins Netz:


"Kriton Dialog" by Ruth Wagner

Include Simple Chat by Mark Tilford.

[New actions] Talking to is an action applying to one visible thing. Understand "talk to [someone]" as talking to. Report talking to: say "You have nothing to say.". Understand "ask [somebody]" as talking.


[Dialogue "Socrates"]

dialogue_1, dialogue_1_Yes, dialogue_1_No, dialogue_2_yes, dialogue_2_no, dialogue_2, dialogue_3, dialogue_3_no, dialogue_3_yes, dialogue_4, dialogue_4_yes, dialogue_4_no, dialogue_5, dialogue_5_yes, dialogue_5_no, dialogue_6, dialogue_6_yes, dialogue_6_no, dialogue_7, dialogue_7_yes, dialogue_7_no, dialogue_8, dialogue_8_yes, dialogue_8_no, dialogue_9, dialogue_9_yes, dialogue_9_no are chat nodes.

[Test Access to Socrates]

Test me with "talk to guard/look at Socrates/talk to Socrates/1/2/2/2/2/1/1/1/1"


Section 6 - Access to Socrates

[******************************]


[Prison]

Prison is a room. Description of Prison is "Such a frightening place! All the guards around you are watching every move that you make. Actually you feel like as YOU were the one who was imprisoned. At the end of the corridor you already can see the cell of Socrates, which is carefully watched by a guard."

Guard is a man in prison.

Instead of talking to guard: say " He already expected your visit and opens the cell door. You are entering the cell in order to talk to Socrates. But now, standing directly in front of the man, after whom you have been looking for such a long time, you notice that Socrates is fast asleep."; now player is in cell.


[Cell]

Cell is a room. The description of Cell is "How horrible to see how some stories end. Imprisoned in a tiny shabby room, Socrates is taking a little nap in the corner of the cell."

In the Cell is a man called Socrates. The description of Socrates is "He is fast asleep."

After talking to Socrates: run a conversation from dialogue_1.


[ Dialogue "Socrates"; Basiert großteils auf Kriton 49a-50a in Übersetzung von Benjamin JOWETT, http://www-philosophy.ucdavis.edu/mattey/phi001/crito.htm ]


[dialogue_1]

Instead of giving text for dialogue_1: say "As you address your speech to Socrates, he slowly wakes up and takes notice of your presence . Still a bit tired, he gets aware of the fact that you and Crito are probably here to convince him to escape. It seems like you finally accomplished your mission to get into a little chat with this famous man. Listen what he has to say! Try to choose the appropriate answer to be a worthily partner for Socrates. Let the famous socratic dialogue begin:

Socrates: Are we to say that we are never intentionally to do wrong, or that in one way we ought and in another way we ought not to do wrong, or is doing wrong always evil and dishonorable, as I was just now saying, and as has been already acknowledged by us? Are all our former admissions which were made within a few days to be thrown away? And have we, at our age, been earnestly discoursing with one another all our life long only to discover that we are no better than children? Or are we to rest assured, in spite of the opinion of the many, and in spite of consequences whether better or worse, of the truth of what was then said, that injustice is always an evil and dishonor to him who acts unjustly? Shall we affirm that?"

Instead of finding responses to dialogue_1: link to dialogue_1_yes; link to dialogue_1_No; forbid exiting on zero. Instead of giving link to dialogue_1_yes: say "Yes"; Instead of giving text for dialogue_1_yes: run a conversation from dialogue_2. Instead of giving link to dialogue_1_No: say "No way"; Instead of giving text for dialogue_1_No: say "Are you sure that you have chosen an adequate answer in this tricky situation Socrates is in? Maybe you want to think it over and undo the last move?"; end the game in death.


[dialogue_2]

Instead of giving text for dialogue_2: say "Then we must do no wrong?" Instead of finding responses to dialogue_2: link to dialogue_2_yes; link to dialogue_2_no; forbid exiting on zero. Instead of giving link to dialogue_2_yes: say "Let's think about it ... maybe we should?"; Instead of giving text for dialogue_2_yes: say "Doing wrong and even knowing about it can never be a solution for Socrates!"; end the game in death. Instead of giving link to dialogue_2_no: say "Certainly not."; Instead of giving text for dialogue_2_no: run a conversation from dialogue_3.


[dialogue_3]

Instead of giving text for dialogue_3: say "Nor when injured injure in return, as the many imagine; for we must injure no one at all?" Instead of finding responses to dialogue_3: link to dialogue_3_yes; link to dialogue_3_no; forbid exiting on zero. Instead of giving link to dialogue_3_yes: say "I agree with the opinion of the many." Instead of giving text for dialogue_3_yes: say "It's not all about the opinon of the many! Maybe you should try it again and figure out your own opinion."; end the game in death. Instead of giving link to dialogue_3_no: say "Clearly not."; Instead of giving text for dialogue_3_no: run a conversation from dialogue_4.


[dialogue_4]

Instead of giving text for dialogue_4: say "Again, may we do evil?" Instead of finding responses to dialogue_4: link to dialogue_4_yes; link to dialogue_4_no; forbid exiting on zero. Instead of giving link to dialogue_4_yes: say "At first let us find a definition for evil! What is evil?" Instead of giving text for dialogue_4_yes: say "Good job! But fighting the master of thoughts with his own weapons is maybe in this paticular case a bit disrespectful!"; now player is in Cell. Instead of giving link to dialogue_4_no: say "Surely not, Socrates."; Instead of giving text for dialogue_4_no: run a conversation from dialogue_5.


[dialogue_5]

Instead of giving text for dialogue_5: say "And what of doing evil in return for evil, which is the morality of the many--is that just or not?" Instead of finding responses to dialogue_5: link to dialogue_5_yes; link to dialogue_5_no; forbid exiting on zero. Instead of giving link to dialogue_5_yes: say "The moral of the many is always just."; Instead of giving text for dialogue_5_yes: say "Do you think that this is really a good point of view? The opinion of the many as a moral standard? Socrates probably didn't like to hear that!"; end the game in death. Instead of giving link to dialogue_5_no: say "Not just." Instead of giving text for dialogue_5_no: run a conversation from dialogue_6.


[dialogue_6]

Instead of giving text for dialogue_6: say "For doing evil to another is the same as injuring him?" Instead of finding responses to dialogue_6: link to dialogue_6_yes; link to dialogue_6_no; forbid exiting on zero. Instead of giving link to dialogue_6_yes: say "Very true."; Instead of giving text for dialogue_6_yes: run a conversation from dialogue_7. Instead of giving link to dialogue_6_no: say " I disagree!"; Instead of giving text for dialogue_6_no: say "Socrates appreciates your rebellious mind, but unfortunately it was the wrong answer!"; end the game in death.


[dialogue_7]

Instead of giving text for dialogue_7: say "Then we ought not to retaliate or render evil for evil to anyone, whatever evil we may have suffered from him. But I would have you consider whether you really mean what you are saying. For this opinion has never been held, and never will be held, by any considerable number of persons; and those who are agreed and those who are not agreed upon this point have no common ground, and can only despise one another when they see how widely they differ. Tell me, then, whether you agree with and assent to my first principle, that neither injury nor retaliation nor warding off evil by evil is ever right. And shall that be the premise of our argument? Or do you decline and dissent from this? For this has been of old and is still my opinion; but, if you are of another opinion, let me hear what you have to say. If, however, you remain of the same mind as formerly, I will proceed to the next step." Instead of finding responses to dialogue_7: link to dialogue_7_yes; link to dialogue_7_no; forbid exiting on zero. Instead of giving link to dialogue_7_yes: say "You may proceed, for I have not changed my mind."; Instead of giving text for dialogue_7_yes: run a conversation from dialogue_8. Instead of giving link to dialogue_7_no: say " I have a rather different opinion about this subject!"; Instead of giving text for dialogue_7_no: say "That's probably not the perfect time to defend your own theories. At least Socrates has just a few hours left to live."; end the game in death.


[dialogue_8]

Instead of giving text for dialogue_8: say "Then I will proceed to the next step, which may be put in the form of a question: Ought a man to do what he admits to be right, or ought he to betray the right?" Instead of finding responses to dialogue_8: link to dialogue_8_yes; link to dialogue_8_no; forbid exiting on zero. Instead of giving link to dialogue_8_yes: say "He ought to do what he thinks right."; Instead of giving text for dialogue_8_yes: run a conversation from dialogue_9. Instead of giving link to dialogue_8_no: say " Betraying the right would be also a possibility."; Instead of giving text for dialogue_8_no: say "If you really think so, it might be better to go back to the start! This time you should take a closer look at Socrates' argumentation!"; now player is in cell.


[dialogue_9; end of dialogue]

Instead of giving text for dialogue_9: say "But if this is true, what is the application? In leaving the prison against the will of the Athenians, do I wrong any? or rather do I not wrong those whom I ought least to wrong? Do I not desert the principles which were acknowledged by us to be just? What do you say?" Instead of finding responses to dialogue_9: link to dialogue_9_yes; link to dialogue_9_no; forbid exiting on zero. Instead of giving link to dialogue_9_yes: say "I cannot tell, Socrates, for I do not know. But inspired by your words I now got aware of my own situation. Running away is not the right answer for me and I see that it is my duty to go back home to Crete! Now, that I know what's the right thing for me to do, I simply can't act against my inner voice, my daimonion!"; end the game in victory. Instead of giving link to dialogue_9_no: say "This is your last chance to escape, Socrates! Use it!"; Instead of giving text for dialogue_9_no: say " I doubt that you fully understood, what Socrates was about to say! He was just telling you that escaping is not the right choice in his particular situation! Maybe it's better to go back to zero and start again!"; now the player is in cell.




zurück zu Inform - Spielplatz (PJS)

Sokrates (PR Hrachovec, 2007/08)