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Ni's avatar

The way you describe yourself playing has a name: self-insert. Some NTs like to play self-insert. But there are many who consider self-insert less interesting. After all, the game itself is a fantasy, so the character can be one, too. There is also replay value in going back and making different choices.

I haven't played RDR2 (yet), but I remember when KOTOR (Knights of the Old Republic) came out. You can make "light side" or "dark side" choices, and you get specific power boosts if you max out either end of the spectrum. At first I played a light side hero, because that's what came naturally. But as the game progressed, I enjoyed the flavor of the dark side powers more. (C'mon, what's cooler? Stun… or LIGHTNING?) So I decided to build up dark side points. The next quest I did was a side quest where a woman needs money desperately, and all she has of value is this plate that her late husband had. She wants you to sell it for her. But I just took it from her and gave her nothing. She reacted with misery, saying "it's all we had, now we have nothing and we're stuck here." I felt bad. Surprisingly bad. It was just a fictional action I did to a fictional character, but it was to the degree that I thought, ugh, I can't make myself play dark side. I was too much of a softie to even pretend.

Equally surprising to me was how fast I got over it. I didn't feel nearly as bad at the next pretend evil action, and after a few I didn't feel bad at all! Actually it got to be funny, in part due to the absurdity that "I" would do such things. I also loved how my character's face got all gray and distorted.

The whole experience made me think about how deeply empathy is wired into most of us… but also about the mechanisms for overriding it. I mean, there are circumstances where empathic emotions would really get in the way if there wasn't a way to reduce them. Killing and maiming other humans in a war. Giving calm medical assistance to someone screaming in agony. Punishing people who break the law. I really am a softie, so if for instance I think about someone in some shithole prison, it's a very unpleasant feeling. But then if I know they committed some heinous crime, it's like Empathy-B-Gone, suddenly I don't care anymore. (Well, it's a bit more complicated than that, but that's the gist.)

Maybe that's what allows NTs who do evil things IRL to rationalize away guilt or other bad feelings they might otherwise have?

There are lots of reasons I don't do evil things IRL. Sure, when I was a little kid, it was just about the consequences, emotional or otherwise. But over time that changed (presumably because my brain developed). So now in addition to consequences there's a bunch of "higher-level" abstracts involved. A sense of justice. Seeing myself as "a good person," whatever that means. Enlightened self-interest. (Good thing, too, because there is surely a lot I could get away with if I were really motivated to.)

Fiction, though, that's different. This type of game is storytelling. Personally, I want to see everything the writers came up with (assuming the writing is good). If there are multiple endings, I go back to trigger each one. I make different characters based on different concepts, with different appearances. Let's see what happens if I say this or say that. What happens if I attack this guy? What happens if I let my character starve? If I really like a game, I want to see where all the boundaries are.

How do we know that characters in RDR2 are not capable of suffering?

Think about why a person would feel pain if they do something like step on a thumbtack. They only feel it because there is a mechanism -- nerves that fire in response to the injury and transmit the signal to their brain, which then processes it in various ways that results in their experience of pain. If the mechanism is blocked, for example if their foot is anesthetized, then they will not feel that pain -- it's not possible. They could still *act* like they did, but then it would only be a simulation.

RDR2 does not have mechanisms for pain or suffering. The inputs are a mouse/keyboard/controller signal that maps to one of N number of choices at a given point in the game. These in turn map to different parts of the script, which the computer uses to select which content to draw on the screen and output to the speakers, as well as which flags to write to memory. The computer does not have a way to make any other distinction.

There are no pathways inside the computer by which the choices alter or otherwise affect the functioning of the computer. It has no processing to recognize things that are "good" or "bad" for it. No place in memory where anything like that is represented, stored, or retrieved. No social context, experience, or ability to make predictions about its future. No consciousness. Suffering cannot take place.

Do I believe that in the future we might build machines/programs that are conscious, self-aware, and capable of joy or suffering? Sure, but we are a long ways off. We're not exactly in Westworld yet. There might be some question as to whether the Westworld androids can suffer or not, but they do demonstrate that they have the prerequisites. And because of that, I think it would NOT be okay to mistreat them. But characters in RDR2 can only suffer in our imaginations.

Anyway, fascinating for sure, and it was cool to read your perspective on it.

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Exstock's avatar

Book (series) recommendation for yah, which made me suddenly remember this post: NPCs, by Drew Hayes. (The series that continues on from that is called 'Spells, Swords, Stealth'.) The basic premise is that the story is told from the POV of NPCs from a D&D style game, who are forced to take over for some dead player characters. There's interaction between the NPCs and the players in various interesting ways, including the players being called to account for how they treat NPCs in general.

Oh, and Drew Hayes is also just a really good writer. This is the third time I'm re-reading this particular series, and I've managed to stay up till 2:30 am yet again reading it. (Book 5 comes out soon! Yay!) He even got me to read a series about super heroes (Super Powereds), which is a theme I'd normally never even think to read about.

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