The goal/challenge of the role-playing game is to enter the shoes of another, and to act out in a manner they think such person would, in given conditions. This is possible without experiencing the same feelings -- much like a detective is capable of correctly predicting actions of a murderer without experiencing psychotic urges himself/herself.Theagg wrote...
You are the character, all other role playing pretentions aside. The in game character has no true personality, no capacity for emotion without you the player. So if you the player cannot bring real emotions to the game, it has failed.
And no, the game doesn't fail if it doesn't make you feel like the character you're supposed to play. It fails if it cannot entertain you with the challenge/experience it offers.
No, i have asked how is it "all the better" for the player to experience emotions, in particular in situations which don't affect the character they're playing? You haven't actually anwered that question. Instead, you acknowledge that people actually seek to eliminate such situations, through modding or other means. It hardly seems they consider it "all the better" then, no?Ahh, so now you want the real world player who suffers from arachnaphobia, to play a character who isn't. And then for the actual player to put aside this real fear of theirs when spiders appear onscreen ?
The one you brought up when you said:Which alternative simulation are you referring to here?
"After all, deciding in a cool, rational, unemotional manner how 'fear' should affect the character you are roleplaying (rather than running as a simulation) is hardly unbiased either."
That sentence parses to me as "running a simulation of character's emotions is unbiased, while having the player decide the same in cool, unemotional manner isn't".
The same applies to "running a simulation", since any simulation you'd run is going to be a product of someone's assumptions about how fear might affect certain personality, etc. Why would you claim then one is biased but the other isn't?But, it's biased because you are making assumptions about how fear might affect a character from a detached perspective, based on you the players own subjective evaluations and emotional responses to the game. Which is not the same as actually experiencing fear and reacting accordingly.
Only if you lack the empathy and are indeed forced to pretend. Though in all fairness, it is very difficult to understand the feelings of losing someone like your parent, and most players are bound to be too young to know that experience first-hand.Prentending to feel loss on behalf of the character you are role playing takes all the weight out of scenes like those.
But in any case --like already said at the beginning-- you, the player, don't actually need to "feel loss on behalf of the character", be it real or pretended. You're only expected to decide how the character would act if they were feeling such loss.
Modifié par tmp7704, 08 décembre 2011 - 10:17 .





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