[quote]Mr.Kusy wrote...
Oldschool RPGs are not playable anymore, fun as a reminder or nostalgia trips but come on - who plays Daggerfall now? [/quote]
I just recently acquired Daggerfall so I can give it a try. I really enjoyed Arena, and I was disappointed by Morrowind, so I thought I'd give the intervening title a whirl.
[quote]In Exile wrote...
If we are speaking of the external world, if you only grant your internal experience as a valid standard of evidence, then you run into the problem of justifying your perception of the external world. Essentially, you have the brain-in-vat dilemma.[/quote]
Everyone has the brain-in-a-vat dilemma. That's why it's such a famous problem.
[quote]Insofar as you want to meaningfully interact with the world, you have to grant as your standard of evidence the fixed and independent nature of the external world.[/quote]
I'm not even sure what you mean by "meaningfully interact with the world". I can interact with my perception of the world, but the actual world is beyond that perception filter. And I can't penetrate that.
[quote]Applied to a video-game, this essentially gives you the following problem: the game world (i.e. all things that are not internal states of the player) are either real or not. If they are real, you have granted an external standard of evidence.[/quote]
Only if I grant that that "realness" is knowable.
[quote]Once you grant an external standard of evidence, to preserve coherence, you cannot assume (for example) that characters misintepret you unless there is the possibility to react to misinterpretation (in the same way it would be inappropriate to assume that you are in a romance with a character unless the option exists to romance them).[/quote]
And even if I were to accept what you said earlier, I think this step is an unreasonable leap. You're making some sort of assumption about the capacity of a person to act in a way that's noticable to the world around him, but I'm not sure what it is.
[quote]Certainly, but you can see how that is honestly and truly fan-fiction. [/quote]
Yes. There's a cultural expectation that the readers doesn't get to do that with books.
I insist the opposite is true of RPGs. In RPGs the player's input is paramount. That's a difference in kind. So what you said about books is true, but it fails to be relevant to RPGs.
[quote]Yes, in a sense. Essentially I think that when we are arguing about possibility, we are essentially arguing about what is alowed under the ultimate rule (ultimate in the sense that Wittgenstein would use the word to desribe a rule; I want to be very particular about this meaning) of the game. For example, we can envision a world (as a thought experiment) whereby the laws of physics are different than they are in our world. But the mere fact we can envision this, which is justified by a set of physical rules in our world (which are relative to the rules we are using in the thought experiment, meta-level rules), does not in itself mean that such laws are in fact possible.[/quote]
I understand, I just don't know why you think that. Why do you think there is an ultimate rule of the game?
When I talk about possibility I'm using strict modality.
[quote]I understand your position, Let me try to explain my issue another way.
Would you agree that, as we are fallible, we mistake a set of propositions that jointly entail a contradiction as not doing so? I would assume yes. So you would agree that the mere fact that I believe a set of propositions to not be contradictory does not mean they in fact are not contradictory. [/quote]
Absolutely. I would agree with all of that.
But until you have reached the ultimate conclusion that the set or propositions is contradictory (literally every possible state of mind except that one), then it would be wholly unreasonable of you to consider the non-contradictory state anything other than possible.
Everything is possibly true until you can prove otherwise, and that proof is largely unattainable.
[quote]In the real world, I am not restricted in my action.[/quote]
How is that related to your standard of evidence?
[quote]Let me put it like this. For a certain mental state, we can say that certain actions are neccesary, certain actions are possible, and certain actions are impossible. This is not an unreasonable claim, you would agree, yes?[/quote]
Allowing that for some mental states some of those groups might contain no actions, yes.
[quote]If I take some mental state in game, which entails some action, and there is some consequence, what can follow is a reaction from me to that consequence. If my mental state is such that it neccesarily entails some action, but that action in the game is impossible, suddenly there is a problem - a significant contradiction, which destroys the coherence of the game. It needs to be addressed. [/quote]
Yes, I would agree entirely.
If we disagree here it would be on how frequently there exists necessary actions. Are there mental states that include necessary actions? How common are they?
It would be on the answers to those questions where we differ.
[quote]To apply it to specific case, it would go like this. I have some mental state in mind and pick some dialogue choice. I intend it to mean x. The NPC interprets it as y. This is incorrect. My reaction to this consequence is to attempt to correct it. But it is not possible for me to do so.
Since I cannot resolve the incohrence by assuming the NPC insane (because this still does not address why I do not have the option to take the neccesary action) I have to reject that the mental state. This is why I argue that writing dialogue in a cRPG has an associated mental state. Because it is logically incompatible with any mental state but that.
To describe it as an experience, I suppose the best way to put it is that the frustration you feel with VO, I feel with the inability to clarify a misunderstanding.[/quote]
I can accept that.
Though I again feel the need to point out that this problem would go away if you would allow for the mutability of implicit content. If your companions misunderstand you, deal with that off-screen.
I've had discussions here where I've clearly interpreted a companion's line differently from how others did. Clearly we can misunderstand them. I've even played characters who interpreted specific lines from the companions differently from each other, even in the same context. I even sent David fan-mail about it when it first happened within the Mage origin, because to me that was evidence of how well-written the game was.
[quote]That does not make sense. Why could it not be the case that I am expected to choose a line but not given sufficient information to choose it?[/quote]
Because then you're unable to plauy your character. You can't then know how he would behave in that moment.
[quote]This happens all the time in real life.[/quote]
No, this never ever happens in real life. It can't.
You know your own opinions. You know what you perceive around you. You know how you think you should react to those conditions. That's all the information we ever have to guide our actions, so either that's sufficient or reasoned action (including thought) is impossible.
[quote]In fact, having limited and insufficient information to reach an inference versus a conjecture is the fundamental epistemological problem we have.[/quote]
Regarding the world around you, yes. Regarding your own mind, no. Under no circumstances.
[quote]This is, as an aside, an argument for why non-verbal communication neccesarily exists (or rather, that there appear to be non-verbal aspects to communication, their accuracy or comprehensibility aside).[/quote]
This mirrors our disagreement quite nicely. That people speak sarcastically is evidence that they're trying to impart non-verbal meaning. It is not evidence that imparting non-verbal meaning is possible.
You would likely dispute that.
[quote]Indeed. But my argument is that we can, in fact, be certain about which options are impossible.[/quote]
I certainly haven't seen compelling eveidence of that.
There is your character, and there is his perception of the world in which he lives. Those are the only aspects of the game over which you have any control at all, so if you're concerned with coherence (during gameplay) then your concern must extend no further than your character and what he perceives. The world around him is outside your experience; its coherence can't be determined by you.
[quote]No, we come right back to the analysis of mental states I gave above.
There is no issue if the circumstances and NPCs are such that they (for example) refuse to be persuaded. These are things outside of my control. What is not outside of my control is my own behaviour. And as I argued above, if we suppose we have mental states and that these mental states cause our actions, we can quite plausibly have neccesary actions following from mental states. [/quote]
The game doesn't model all possible actions. It only models all possible successful actions, plus some others. That you aren't allowed to tell your character to sleep is not evidence that he can't. And yet presumably he does need to some of the time. It is necessary.