And thus morality is not objective. If different people within the same society can hold conflicting viewpoints as to what is and isn't moral... well, that's the definition of subjectivityJachwe said:This problem gave me pause. But then I realized it is not a conflict that is not allowed but quite common because we are talking about consensus. There will be contradicting viewpoints.
I think what I have problems with is your idea of consensus. From your previous posts, it seems that because everyone has agreed on something they will keep on agreeing with it; it becomes inalienable fact, and those introduced to the consensus will agree with it because it is. I take the rather more cynical view that the one with the greatest willpower/loudest voice/biggest stick makes the rules. The consensus is that their ideas are right; theirs is the new morality.
Quite the opposite - I believe that because it is the law it should be good. I don't mean effective, I mean it should be bound to be always on the positive side of ethics. However, I fear I lack the knowledge on the subject to make arguing further on that line profitable or entertaining for either of us.Jachwe said:If you believe because it is good it should be the law we have another conlusion.
Aside from the hating me bit, I quite agree. I'm well aware that it took more than one man to run the system. But the oratorical skills of one man were enough to rile the public into support of a regime that advocated aggressive expansion; a small group were able to overcome the desire for peace and rebuilding amongst the people and instead whipped up a combination of revenge and a 'might is right' policy.Jachwe said:I hate you. I hate you so much now. There was no new society in Nazi Germany. It was the same as the Weimar Republic. It has been presented as a one man show but behind the scenes was a whole system supported by a dedicated group to the task to mobilize the people.J03bot said:Much as I hate to use a video game example in a thread debating the morality of actions in games, Bioshock. The willpower of one man alone is enough to overwrite years of societal conditioning in the creation of a new society. To give a real life example of the same thing (and prove Godwin's law in the process), Nazi Germany. The individual's beliefs can subjugate the community's at times, showing a certain subjectivity, surely?
My apologies, I misinterpreted what you meant by apathy. I assumed that you meant one became desensitised over time to the actions performed in game, and extrapolated from there.Jachwe said:Again the protectionism. I encounter it too often in this kind of argument. You jump to conclusions. You think of the most extreme case we can reasonably imagine and act as if it is some kind of factual prediction anyone makes once he point out games do desensisize. The concern is not people going on a killing spree because they play videogames but people getting problems. That is they find it harder to care, socialise and emphasise with other people. That is furthermore they tend to retort to aggressive behaviour faster. Aggressive behaviour is to shout and be enraged or to punch someone. Only the most extreme extent of aggressive behaviour is killing someone.
I am not jumping on any "violent games make violent people" bandwagon. It can happen but I suspect "violent games make people insular" is more often the case... That is if we exclude the internet as a way to connect to people, assume the internet not being as good as real life connections, and now I point at another field of studies that is also yet not well researched. Er well, the point is videogames do desensisize people that is a fact that cannot be reasonably argued, this should raise concern not because it means people playing videogames go on a killing spree, but because it could cause problems for the people playing videogames themselves.
What you're describing sounds remarkably similar to Post-Traumatic Stress Disorder and/or depression. On the depression side, I've earned some small right to comment, and, thinking about it, I'd almost agree. But not strictly with regards to violent videogames. Whilst playing games, or engaging with any kind of interactive media, there is a clear, easily achievable goal, with a definite and known reward. Motivation towards such a goal is thus simple. However, in real life, goals are harder to quantify, and the rewards less obvious. It's only natural to come to expect all goals to be achievable in 5-10 minutes after the frequent payoffs of completed levels, won games, and stat increases in the virtual world. Why sit through months of real-time for less obvious bonuses?
Hmm. I guess I'm forming the start of an argument that suggests content of a game is unimportant compared to the unrealistic yet preferable rewards systems in place, and a subsequent mental divorce from the struggle of real life. Sometimes I hate thinking.
To impose any form of restrictions in that case... To place the author/director in the same seat as the player (which, as the agent, seems reasonable), and impose the same rules, one would have to stop them not only from writing or causing certain events, but from thinking them in the first place.Jachwe said:With films and books it is no different. The characters in a book have no free will thus are not the responsible for their actions. The one with the free will and only possible instructor of the acitons is thus the author of the book. Are we willing to say books and videogames are to be considered the same? Does that not mean we should impose the same restrictions on books as we do on videogames and vice versa? That is the problem of agency. Who is responsible for the actions?
To go right back to your original post, killing in a video game is only killing if you first ascribe life to the now absent package of pixels. You have then killed a character that (at least partially) existed in your imagination. To consider the demise of a character you write about is no different. If you imbue a concept with enough life for it to be able to die, you have killed it regardless of whether you do so by pulling the right trigger on a controller or pushing it off a cliff in your mind. But, importantly, you are the one who has brought it to life first.
Hmm. I like this idea of agency; it has interesting consequences. Thank you for bringing it to my attention.