When Gaming Gets Personal |
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Sargon
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Posted: 17 Feb 2016 at 13:34 |
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Dear AJ
Well, the main point behind my postings could be broken down to: I think (due to my education and experience) that the world(s) we are living in are just to a limited extent a fruitful field for the application of syllogistic logics, because on the 'ontological' level (e.g. quantum-physics that f*ck up the basic rule that you can´t at the same time and in the same respect think/be two different contradicting things), on the human level (syllogistics was a human product of certain social and historic circumstances and only worked its way through history in certain spheres under certain circumstances) and on the level of the modern condition of humanity (a loss of shared certainties, for wich my claim of your unshared premise was an example) the basic structural needs for syllogistics are usually not met to a very high degree. My aim is not to force my basic principles upon you here, especially as persons over a certain age tend to have their own system of thought that is tuned for their own education and experiences und is thus almost never directly changed in absence of a greater crisis. I am happy to learn some stuff from you and gain nice insights here and there from your missives, but I am totally distressed by the way you treat people with differing viewpoints and opinions under the cover of 'just doing logics, everyone against me is against logic'. In my opinion you stain your own valid points and admirable ideals with your overbearing zeal. To use Aristotle against you: there is an too much even for virtues, you can be brave, but if you are too brave you are reckless and get yourself and/or other needlessly killed. My critique for you would thus be, that you overdo your good principles and thus aren´t able to get more weight for them in the game, because you value the ideals over the slightly dirty reality of a compromise. To entymeme: the problem seems more to be, how to understand this word in the context of De Anima, as your proposal as a faculty of the mind as THE meaning of the word doesn´t hold true for the cited instances (there is no nice english word for Belegstelle? ), see for the example the quote from Analytica Posteriora where is written, that entymeme is a (kind of) syllogism. Obviously a faculty isn´t a syllogism. I would even guess that De Anima wasn´t given as an instance/quote in the dictionary due to it´s untypical usage and contested meaning there [totally just a guess]. Aristotle isn´t prone to use neat unambigious definitions conctantly for his concepts. But that is why we have so many nice commentaries on him :) .For intimidation by threats: They are the basis for most societies, we have laws, they threat us with fines and punishment, and we have lawenforcers walking around with intimidating weapons on their belt. Obviously most humans don´t have problems with a state using them for aims that are considered legitimate. I would gues we both don´t have any problems with the threat of prison for murderers and the coercive and intimidating measures taken by our states to treat them. So next to the obvious cases where most people would subscribe to that rule, there are also many instances in wich threats and intimidation aren´t even seen as such for the most time, because they are percieved as legitimate (or even 'natural). Next to those easy cases are the contested ones, like the extent to wich you can use those means in foreign policy, like against regimes that wan´t to get an atom bomb or threaten/killing their own people. So I think it is totally clear that just a small fraction of the playerbase here would subscribe to such a universal validity for your rule you need to make your syllogisms forceful. To ethics in games: as I said, your proof and everydayexperience just shows a partial, mediated presence of the 'real' person in a game, with that, you can at least quite convincingly argue for a certain restraint in here. What you can´t forcefully do is to argue for the maximum set of ethics, because you just have the basis for a partial one. And we have that already here with the restraint the landclaimers are showing, even in 'their' war against you. Otherwhise, see Brandmeisters post. To the can-problem: you previously subscribed to freedom, and just because there is the possibility of missbehaviour you want a mutilation of freadom, really? Freedom is always also the freedom of the other(s), and the landclaimers leave the nonclaimers a big bunch of freedom on the map, so at least in my ethics with my understanding of freedom I see for myself even the moral obligation to grant them their freedom to play with landclaiming, as long as they respect and grant freedom to others, what they are doing right now in my perception and I have no valid reason do fear an escalation of things. "Since the moral choices we make, if they are in-congruent with our ideal self, are damaging to our self esteem" Highly, highly debatable with the almost universal presence of social practices especially designed to do that, at least in a limited degree. (Like carnival, there the cold boring germans can go wild and kiss foreigeners on the street without the feeling of unpropriety they would get doing it on other times [I am so boring and cold that I don´t participate
). To me it seems that is exactly needed to stabilize your self with a 'holiday' from the social masks you have to wear otherwhise most of the time. |
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Tink XX
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Joined: 16 Dec 2014 Status: Offline Points: 201 |
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Posted: 17 Feb 2016 at 17:24 |
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Thanks Sargon, I thought that was a great post. As far as the relationship between games and reality, I was also thinking along the lines of carnival. There are books about play that fully expound on what separates play from reality. Homo Ludens by Huizinga is a great start. Sure, there is feedback between our real-life selves and game personas, but I wouldn't read too much into this, as I am in fact not about to send an army of thieves to Macy's to steal a Versace purse, or send a goblin arsonist to my neighbor's house if his dog pooped on my lawn.
Game mechanics in Illyriad (or really, in most computer games I am aware of, except The Oregon Trail) is totally ignorant of morality. For example, it does not prohibit the same player and their alt from joining 2 warring alliances and from spying on one of them. I think the examples of "land claims" and "10 square rule" and their relationship to game mechanics have been picked apart to death already. Game mechanics has very little to do with these rules, except when players use in-game tools to enforce these invented, arbitrary social conventions. Equally, you aren't rewarded with bonus points for sending caravans to newbs and being "good". So, basically any ethical limitations that people impose or self-impose are social conventions that have little to do with the game mechanics. Multiple social conventions exist in Illyriad. The fact that these different social conventions can be conflicting is what generates tension and dynamics in the game and that's what makes the game interesting for many players. Illyriad is not North Korea and the devs are not the Supreme Leader (although they do impose certain rules, which mostly have to do with real-life harassment and rule violations like multiaccounting and exploits). AJ, if these in-game conflicts and other people using game mechanics the way they want to use it cause you real distress, you really should consider a peaceful game that does not have destruction of your pixels built into the game. Or maybe you should not assume that people on the warmonger side are some ignorant dolts who only know how to use their "muscle" to "bully" people around. In fact, I am continuously amused by that analogy as this "muscle" in Illyriad is all about optimizing your cities, doing math and using tools like spreadsheets, coding, predicting the other side's behavior, etc. etc. Beware of the spreadsheet beefcakes, people! Edited by Tink XX - 17 Feb 2016 at 17:59 |
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Rill
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Player Council - Geographer Joined: 17 Jun 2011 Location: California Status: Offline Points: 6903 |
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Posted: 17 Feb 2016 at 17:52 |
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Spreadsheets scare me. Always have.
Barely got through my accounting courses in grad school ...
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asr
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Posted: 17 Feb 2016 at 19:14 |
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I don't need to read books or develop philosophy to know game and real life is the same after i have stripped them enough.
edit: if i think illy is a game i would be pissed off because i don't like losing. edit2: i'm not telling what is what, if i would i would be imaging or thinking and thats not game. edit1: some like to calculate and then choose only winning fights, but they should also think that why they are not attacking stronger ones.
Edited by asr - 17 Feb 2016 at 19:46 |
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ajqtrz
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Posted: 17 Feb 2016 at 19:57 |
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I agree that syllogisms are rarely used in debates exactly because it is rare that the terms used and the logic of the arguments fit so nicely into a syllogistic approach. That's one of the unusual things about my arguments. The rarity is often do to the lack of definition in most arguments. When they are used though, they are used effectively because they are not culturally biased or based. They have been used for over two thousand years all across the globe, but generally not in debates for the reasons just stated. The thing is, when one considers his or her audience, it is important to start with premises you believe to which they ascribe, not all cultures or all people. Rhetoric is, as Aristotle claimed, "the ability to find in the given case what are the available means of persuasion." If you use compelling logic, start from premises to which your audience subscribes, and you reach a conclusion they wish to avoid, you can only conclude that they are acting irrationally. The premises with which you begin do not have to be universal to all peoples at all times, but only to most people in your audience at the current time. I believe I begin with those moral principles.
How do I treat people? Do I denigrate their character? Do I call them names? Do I use a lot of sarcasm? I do, on occasion, point out to them where they are being irrational, but that's because in a debate, rationality is king, or at least is supposed to be so. How, exactly, should one treat people in a hotly contested debate? I try to stick to my reasons and my arguments and a logical approach. I use evidence, reasoning, and analogies. You seem to think I think everybody is "against logic" but I do believe that my posts say that their arguments are "against logic" not they themselves. In fact, I would be a pretty poor debater if I used logic and reason to persuade an audience I thought incapable of logic and reason. My confidence in their rationality is proven by my using rational argument to try to persuade them.
I've suggested in a number of locations, that the land claimers replace their land claims with a Declaration of Homeland (DoH). Thus, while they give up the jurisdiction over the area they claim, they get everything they wish AND the respect of the community for doing so. Compromise is a two way street. I have no authority to offer a compromise because I'm not in charge of the anti-land claiming forces, but I can say that if the land claimers were to switch to a DoH they would find themselves in much better shape. They would be able to spend all those resources currently spent defending on growing their cities and founding new ones, and thus arrive at total control of the area they wish (via the 10sq rule and settlement) much faster. They would be less threatened, there would be more respect of them, and I wouldn't have to write so many wordy responses...LOL.
You are correct that Aristotle does not present an unambiguous definition of enthymeme. That is one of the reasons people have missed what an enthymeme is for so long. But it does fit into his discussion in De Interpretatione and that is the source of the key passage. And my argument is that it is, in fact, a kind of syllogism, in that it takes place within the person. It is the "heart and soul" of persuasion. And yes, "faculty" is a difficult and ambiguous term in De Anima. Nevertheless, my discussion of the enthymeme was not central to my claim that syllogisms are useful tools in showing logic. Most people recognize intuitively the logic a properly formed syllogism conveys and there is not real need to discuss why it is they recognize it as logical.
You are, again, correct, that the basis of all legal societies is that of the right of enforcement. That is jurisdiction. The land claimers have claimed jurisdiction over parts of the Illyriad map and have overtly stated that they will use force if their jurisdiction is challenged. Since the devs have give all players the right (in the non-restricted ability) to settle wherever they wish (since the game mechanics do not restrict that ability), the land claimers have decided that the use of intimidation by threats of coercion is necessary to that right. And it is. Thus, the argument is over if they have the right to take from all of us what the game mechanics have given us freely, the right to settle in those areas without being "removed" (meaning the game mechanics will not remove us). Against this legal discussion is a counter or at least tangential idea that the legal is not necessary if all parties agree. Laws only come into existence where differences of opinion and action exist and are causing friction. My preference is to have the land claimers agree to withdraw their claim of absolute jurisdiction over their area and simply rely upon the good graces of the other players to respect their declaration of homeland (DOH). All my arguments have been to avoid the use of intimidation by threats of coercion by anybody by having everybody agree on a formula by which everybody gets just about everything they say they want. Thankfully I do not have to have universal agreement with my starting moral principles, I only need most people playing Illyriad, and I'm willing to bet that most people do, in fact, subscribe to "do unto others as you would have them do unto you" and "avoid any unnecessary harm to others."
The "partial, mediated, presence of the 'real' person" is inaccurate in my opinion. I've yet to see a person not be here or be here only "partially," while engaged in this game. Most people bring their body to the keyboard, are here emotionally and mentally, and thus, are here completely while playing. The mediation is not in the person, but in the recognition that he or she is using toys to play an imaginary game. You might note that in the military they run simulations to test and train exactly because sometimes that which you rehearse in play prepares you for that which you may face in life. The imagination of the human mind is able to train the "real" mind to think and thus to act in certain ways. And the more you practice in play the easier it gets when you need to do it, or when you choose to do it outside the bounds of play. Athletes know this, psychologists know this, and you and I both know this. Why then, is it so hard to accept the idea that if you practice using intimidation by threats of coercion in a game that you will find it easier to use the same outside the game? The thing which mediates while present in the game is the conscious mind. But if you practice something long enough you bypass the conscious mind and respond as you have practiced. But of course this is, to some degree, an overstatement. I don't believe that after five minutes of Illyriad you are going to run down to the local playground and beat up some little kid or threaten to do so if he doesn't give you the swing. But you will develop a more comfortable sense of the use of intimidation by threats of coercion than if you had not imaginatively engaged in it use. My opponents wish to use reductio ad absurdum and claim that because they don't go out and bully kids on the playground there is no effect on the psyche of the players in rehearsing the use of intimidation by threats of coercion. But the studies have shown that people who practice violent activities in gaming do exhibit an increased willingness to cause pain to others. The only questions are: what level of violence in the game; is if the impact is significant; and for how long the effect lasts. Granted, Illyriad is not Call of Duty, but using intimidation by threats of coercion is a socially negative technique in many, and most cultures. In the end we don't really know enough to declare it bad, but we do know enough to see it could be bad and since it's not needed, we should avoid it. While I can agree with you that we could rely upon "restraint" as our hope, it has not proven to be an effective deterrent in the past. I've acknowledged many times that the current crop of users of intimidation by threats of coercion" are not overly aggressive, or haven't been to those who do not oppose them anyway, but relying upon the hope that we will never see players who would go "too far" in their use of intimidation by threats of coercion, is a bit naive. Once you allow a technique that technique justifies whatever it justifies. To some restraint is natural, but to others, the lack of restraints just sets them free to run amok.
There all kinds of things societies restrict not due to cases where anyone actually engaged in the behavior or used the technology, but because the potential harm is great enough to warrant the restriction. You can't for instance, buy an Abrams 1 tank. You can't own a machine gun (though those have been used in the past for nefarious things). Freedom is an illusion if you think it means unbridled freedom. All social relationships have restrictions if the social relationship is to be maintained. Almost all of those restrictions come from a common sense of things and very few of those restrictions ever make it to becoming law. Our current debate is over what will be the common sense of things here. Do we think it's common sense to allow intimidation by threats of coercion, or is it common sense to think that if you play in a playground you will be free of others using intimidation by threats of coercion against you. In other words, if you come to Illyriad do you expect to play the way you wish or to be restricted by the larger and more forceful players? The answer is not either/or so much as maintaining a middle ground. Allowing the use of intimidation by threats of coercion moves us from the competitive / cooperative middle ground toward the ultra-competitive and morally suspect place where winning is everything and the pleasant interactions and friendly nature of the game will be sacrificed to win. There is nothing pleasant or friendly in being intimidated by threats of coercion or the follow up, coercion itself. I'm for the maximum fun for the maximum persons, not the maximum fun for a few at the expense of everyone else. Thus I ask the land claimers to give up that which they do not need for that which will insure a pleasant and friendly place for current and future players alike. As for granting them the right to play as they wish, it would have been nice if they had asked us before claiming that right. You see the problem? They claim ultimate jurisdiction over a piece where the other players had potential jurisdiction and in doing so took something without asking. But more to your point. How do they wish to play? Do they wish to grab a chunk of land as a homeland, congregate there, cluster their cities and make war against other players? The use of intimidation by threats of coercion is not needed for any of these activities. Restricting the use of intimidation by threats of coercion against players who do not wish to make war or have war thrust upon impacts the goals of the land claimers not at all or only in minor ways. In the past the players have provide some restrictions on intimidation by threats of coercion because they felt the use of coercion to be an imposition upon small and new players. To attack a small player you needed a good justification. Now a group has decided settling in the "wrong" place is justification enough. And they use intimidation by threats of coercion to let everybody know that they will be "removed" for that breech. That is not granting others the right to play as they wish, is it? So my posts are just trying to get the land claimers to return to the place where others can play as they wish (as they could before the land claims), and still accommodate the goals of the land claimers as much as possible through a DoH.
But the differences between carnival and Illyriad are that carnival is an established social thing where the "rules" have been altered to some degree thought harmless by the general populace and thus allowed. It's like the game "Lie, Cheat, and Steal" exactly because the "rules" of morality have been altered within that game. As you noted, leave the carnival and do the same things, and see how long you last. My point is that yes, we can set up circumstances and venues where marginally "immoral" things can be done. But even in those things we restrict them to that which, in our opinion, does no harm. That's why I don't argue against warfare in Illyriad as it's probably, if both parties agree, harmless. But intimidation by threats of coercion are, by nature, a one sided choice. The on subjected to the intimidation by threats of coercion has no choice and thus, it is unlike carnival where the choice to kiss a foreigner can (I assume) be rejected by the foreigner (who is probably perfectly aware of the tradition anyway). The moral choices we make, if we make them over and over, become habits. I don't think it's healthy to practice intimidation by threats of coercion in an unscripted environment where your goals can be met by other means. Finally, on a different note. You seem to think I've gone "overboard" in my critique of intimidation by threats of coercion. That I've written a lot, is obvious. That a lot of things are repeated is also obvious. However, in most cases by repeating myself I accomplish two things. First, I answer the point being made by my opponents again. That the same points come up from time to time is not surprising as I'm probably the only one who has kept up with every post in the multiple threads and responded to almost every pro-intimidation by threats of coercion, post. But you will note I don't just repeat myself. I use different wording, sometimes different examples and approaches. In doing so I discover new things all the time. In classical rhetoric there were five canons or measures of rhetoric, one of them being, "inventio"...the finding of ideas. I use the posts of my opponents to constantly re-think my points and to find more evidence and reasoning. In addition, repetition with different wording sometimes helps the reader to see my point of view differently and/or more clearly. Thus, repetition is not a bad thing, even if it is sometimes boring. Good response btw. Thanks. AJ Edited by ajqtrz - 17 Feb 2016 at 20:02 |
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ajqtrz
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Joined: 24 May 2014 Location: USA Status: Offline Points: 500 |
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Posted: 17 Feb 2016 at 21:33 |
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The rational mind is what separates play from non-play. When an way of perceiving things becomes a habit the rational mind is pretty much by-passed. The habits are developed by practice. Thus, if you practice it, it will become your way of thinking. Now of course you could say, "I'm practicing this in a game where it is allowed" but if you did, that would be the rational part of you mind reminding you that what you are practicing belongs only in the game. Sadly, the more you practice the less likely your mind is to remind you that it's only allowed in a game. Not directly related, but of come interest is the phenomenon of abusers not using the victims name in their relationship. At first the term they end up using to address the victim (before they become a victim that is) may be a playful thing...."old lady" or "old man" might be considered an extremely mild and harmless terms of endearment. But of course there are other terms not so mild that one may use to address another person. When we counsel those who have gotten violent with their significant other, almost universally the use the "term of endearment" out of habit, never noticing that the use has become dehumanizing. One of the first things we insist upon is that the abuser use the other person's name. No short cuts allowed. The habitual use of generic, even "endearing" terms seldom started with an intention to dehumanize the person, and the rational mind says, "I don't mean it THAT way" but eventually, through habit, the person no longer looks upon the other as a fully human being. The above is NOT about abuse or it's treatment, nor about the use of terminology, but an example of how easy it is to use something innocuously at first and to use it later in a less innocent way because it's use is habitual. The rational mind hardly ever sees the habits of the soul. Which is why, I think, we need to practice good habits wherever we play.
Game mechanics do have something to do with morals as they reveal some moral limits. In fact exploits are considered wrong enough to get you permabanned. They are allowed by the game (until discovered anyway) but the devs have declared that to use them is "wrong." Another example. The devs put a rainbow on new players. Why? Because it enhances game play. Wait, you say, that's not "morals." Yes and no. Yes, it's not what we often think of as morals, but morals are the things we ascribe to because without them we don't have a functioning society. Societies all have morals and the general purpose of them is to keep the society functioning and unified to some degree in a fair manner. So, while the game mechanics do not provide morals, and never can as they are not moral entities, the game designers and coders have put some "morals" into the game. What you are suggesting, I think, is that the morals of a society outside the game do not apply within the game. And you would be correct if the members of that "outside" society weren't present in the game and interacting with each other, or if their interactions had no effect on them outside the game. But neither is true. We are fully present in the game and what we do in the game does have an effect on us outside the game. That the players have enacted some "moral" things is to be expected. I keep arguing that the point of any in-game moral stance should be to enhance or preserver the level of fun had by as many players as possible. The "fun" is the goal. The "morals" are the formal and informal rules we use to insure we reach the goal of the most fun for the most players.
Your error is in conceiving of morals as something outside the game. The game has a purpose. To the devs it's purpose is a business one. To you and I it's to have fun. Once you get a purpose in a group, you get ways to achieve that purpose and ways to harm it. The "morals" are not arbitrary. The morals of Illyriad, both formal in the game mechanics, and informal in the what the players have enforced are their for reasons and they are not arbitrary at all. The devs, if they are business oriented, set the game mechanics up to allow and disallow things to enhance revenues (I'm assuming). From the perspective of their business model, the decisions in programming were either moral or immoral. The players have added a couple in order to reach their goal or goals. In any case, my arguments for morals are mostly about the keeping the players safe and how to have the game be as much fun as possible for as many as possible. As I said above, we have a social moral obligation to the players of Illyriad because they are a part of both our "offline" and our "online" worlds. And we have a "moral" obligation within the game to keep it healthy so that the social group in the game continues to grow and prosper. My hope is, in fact, that we will reach a consensus that the use of intimidation by threats of coercion is harmful to the game and thus, "immoral" for that reason itself. And if I can also get people to agree that this game has consequences in the offline world of the players, then so much the better.
I could just as humbly suggest that if my attempts to persuade you to drop the intimidation by threats of coercion has caused you any distress maybe you should seek out a truly warfare based game since this sandbox isn't to your liking with all it's discussion and argument over if intimidation by threats of coercion should be allowed or not. That way you wouldn't have to worry about the destruction of your belief in intimidation by threats of coercion. You see the problem here? You want me to do what you don't wish to do...you don't wish to leave and go to a true warfare game and I don't wish to go to a truly peaceful one. As an aside you might note that I've never been anti-warfare. I'm anti-forcing-warfare-on-others by intimidating them with threats of coercion if they don't do what you want them to do, or do what you wish them not to do. I don't assume that the people of whom you speak, the "warmongers" as you label them, are "dolts" at all. If I thought that I wouldn't be here arguing rationally with them. I think they are extremely smart, solid players, who have made only one mistake, that of thinking their goals are better suited by the use of intimidation by threats of coercion than not. In other words they think they need something they don't, and that the rest of us will not lose much if they just take what they don't really need. In the end it's about the question of reason. Who has the better reasoning and will the other side admit it and make changes to the benefit of themselves and everybody. My thinking is, of course, that I have the better argument. My opponents have yet to address the logic I've laid out in detail, complete with the syllogisms and points of attack. But maybe they will and I'll become convinced that I'm wrong. Stranger thing have happened. AJ |
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Brandmeister
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Posted: 17 Feb 2016 at 22:08 |
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As has been pointed out several times, the game's front page devoted advertising space to the military aspect of the game. Many wars have happened in the past, so while this game is not purely about war, it is beyond doubt that war is a part of the sandbox, and was very much intended as an option by the developers. At the risk of stating the completely obvious: if one of you is determined to be left alone, and one of you is determined for war, the person who is determined for war is going to get their way, because it's a possible option in the sandbox, and there are no real moral implications to exercising that desire. |
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JodaMyth
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Posted: 17 Feb 2016 at 22:34 |
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Over the years I have stolen countless cars and killed more "people" than I can count in games. Should I be concerned about turning into a car stealing murderer because of these actions? ![]() After a bit under 2 years of Illy I've never went outside and thought, "My neighbor is too close, I should get some catapults to destroy his house" or attempted to build a collection of thieves to plunder the surrounding area. I have not tried to do any mining or harvest herbs growing wildly. I would think the same applies to the ones who have played for more years than myself or across various games for decades. If you cannot differentiate in game actions from real life experiences or impulses then you may want to seek professional help. In regards to the game from previous pages on this thread, I took a page out of your playbook and have declared myself the winner. I hope you are graceful in defeat.
Edited by JodaMyth - 17 Feb 2016 at 23:12 |
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Sargon
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Posted: 17 Feb 2016 at 23:47 |
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Dear AJ
I might have trouble finding the time to answer over the next days, just as a warning^^
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Angrim
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Posted: 18 Feb 2016 at 02:40 |
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