But that's not what I'm proposing at all. If you upload your mind, you wouldn't necessarily think any differently at all. Why would you be bound to a single way of thinking? It's your consciousness, only hosted on a different substrate. I would be able to psychologically anchor to a hardware unit hosting a digital version of my consciousness and I'm having trouble trying to understand why other people can't, unless they share these kinds of misconceptions about the idea.Cornflakes_91 wrote:how do you relate to something that is not really bound to a single body, a single time, a single way of thinking, being completely different than a human, different than any lifeform?
But they don't. People don't behave in games like they do in real-life; they behave a lot more recklessly. They rush into combat in their ships not with fear so much as excitement, because in the game they know if they die then they could just reload or respawn. By advocating for a diegetic means of respawn in Limit Theory, it greatly improves the plausibility of the player character's behaviour, since it makes sense for characters in Limit Theory to behave differently in the world of Limit Theory if death is not permanent in that world.Cornflakes_91 wrote:why do they still behave human, they arent anymore.
They are not bound to this mortal shell of flesh, why do they still behave as if they were?
Consider EVE Online, which accounts for what would class as erratic and reckless behaviour of the characters that players in EVE Online control with its lore, in which the inhabitants of the EVE Online world view capsuleers as amoral, unpredictable demigods - EVE Online handles respawning diegetically, so it makes complete sense that player-controlled characters in EVE Online behave as recklessly as they do, and other (non-immortal) inhabitants of the world regard these people in a plausible manner.
This is less a point about representing AI as organics/inorganics as much as it is about whether they can respawn indefinitely or not, but that's because the former doesn't really matter. If death were permanent, then individuals would act very much like humans do today whether they're organic or inorganic. And if death weren't permanent, people wouldn't act very much like humans do today whether they were organic or inorganic.
Which questions, and why can't it be?Cornflakes_91 wrote:Many questions that would come up and would be so completely different from the questions that usually arise from sci-fi.
and LT isnt a game to explore the consequences of this questions, even less to answer those questions.
I haven't heard it stated canonically that the crew has to be organic let alone human, except a while back in March. Later on in April, however, Josh writes:Cornflakes_91 wrote:Questions that can be averted if we leave the crew human (biological, alive), as it always were.
To be fair, though, Josh is talking about worker NPCs here, and we can imagine that worker NPCs and executive NPCs are different, as others have proposed. Executives could be human and the worker NPCs that function as your crew could be something else entirely. I'll give it more thought.JoshParnell wrote:The exact nature of workers is, in my mind, an open question. I have no desire to get into ethical issues with my game design decisions, but being able to throw around and generally send workers to their deaths when and how you please does beg the question "are they human?" Part of the point of a worker is that, once under your control, it does as you desire. It does not have a high-level thinking process that would allow it to reject your orders in favor of some other course of action. What if we considered the low-LOD lifeforms to all be advanced robots / androids / whatever? Maybe even partial clones? You see, we could get creative here to help explain and further characterize the thinker-worker separation
Personally I'd like if my avatar was a robot that my consciousness is given control over, as McDuff has stated should be possible for worker NPCs here.Cornflakes_91 wrote:It would also produce less questions when we can get out of the ships in LT2.