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Why do people assume how we play the game reflects us in real life?

First post
Author
Elmund Egivand
Tribal Liberation Force
Minmatar Republic
#21 - 2016-09-07 13:00:54 UTC
When I do blow someone's ship up, I do not be an ******** about it. Far as I am concerned, that other guy is a competitor and as such, wiping each other off the grid is par on course. No reason to rub it in. Otherwise, that guy won't want to come back and have another go again. Also, I do not gank because I do not find that fun.

As for roleplaying a character, I actually have to think about how my character acts in certain situations because while bits of myself is stuck to that character, that character is not entirely me. Think of it as writing a character in a piece of fiction that isn't trashy fan fiction.

A Minmatar warship is like a rusting Beetle with 500 horsepower Cardillac engines in the rear, armour plating bolted to chassis and a M2 Browning stuck on top.

Owen Levanth
Sagittarius Unlimited Exploration
#22 - 2016-09-07 13:18:21 UTC
Because people are stupid.

Next question please. P
Lucas Kell
Solitude Trading
S.N.O.T.
#23 - 2016-09-07 13:19:06 UTC
Elenahina wrote:
I've been roleplaying for over 30 years, and in that time I have played a wide range of characters who both are and are not like me. It's all about breathing life into the character. Understanding what motivates them, as opposed to what motivates you. Being able to keep them separate isn't really that hard, for a well ordered mind.
Would you not say though that to an extent your choice of character to roleplay reflect your own preferences though? Like if you didn't at all enjoy mining rocks, would you roleplay a charactre who does nothing but mine rocks, knowing full well you wouldn;t enjoy the gameplay, just to stay true to roleplaying? I don't think you would, I think you'd pick something to do that you enjoy even if you apprach it in a different way due to your chosen characters traits.

In the same way, if you are playing a character who gets enjoyment from purposely ruining another player's (not just character's) playtime, harvesting their tears posting them on your blog and doing your uttmost to ensure they suffer as much as possible from your actions, then to some degree you must enjoy that activity, even if you chuck it up under an alias and call it roleplaying.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Solecist Project
#24 - 2016-09-07 13:20:43 UTC
Look who's back!

That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

Iria Ahrens
Space Perverts and Forum Pirates
#25 - 2016-09-07 13:22:15 UTC
Infinity Ziona wrote:

How you behave in a game is a reflection of how you would behave in RL if there were no laws to punish or stop you behaving that way.


These kinds of statements are purely absurd. A game does not only remove personal consequences, it removes external consequences as well. Killing someone in game and they aren't really dead. Steal from someone in game and they can still feed their IR children just fine.

If you removed laws and social pressure, people's empathy would still be in full effect and guide their actions. Sometimes I truly wonder at people's ability to distinguish reality and game.

My choice of pronouns is based on your avatar. Even if I know what is behind the avatar.

Lucas Kell
Solitude Trading
S.N.O.T.
#26 - 2016-09-07 13:25:27 UTC
Solecist Project wrote:
Look who's back!
Miss me?

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Solecist Project
#27 - 2016-09-07 13:27:49 UTC
Lucas Kell wrote:
Solecist Project wrote:
Look who's back!
Miss me?

I haven't even pulled the trigger yet, so i could have hardly missed you. ;)

That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

Serene Repose
#28 - 2016-09-07 13:28:12 UTC  |  Edited by: Serene Repose
Trust is the currency of our interrelationships with people. Without trust you have only functional interrelationship pro forma. "Can I be assured that what you'll do when my back is turned will be the same as what you do when you're being watched?" The answer to this question will determine the characteristics of all behavior that will follow.

The often overlooked, but most significant bond of trust is based on the question of, "Am I safe if you have access to me while I'm asleep?" Being able to sleep soundly and safely is possible only if certain conditions are met. When asked about the significance of their jobs, policemen will invariably say, "Because of us, you can sleep at night." This doesn't mean your mind would be so preoccupied with worry you couldn't sleep were it not for them. It means no one is going to do anything to you while you sleep.

This particular condition affects all higher animals in reality. In a predator/prey environment, both the predator and the prey must sleep. It is a biological necessity. Where to sleep, when to sleep, how long to sleep is a huge determinant factor in a species' behavior - behavior which in turn characterizes it as a species. The fox's prime time is to sneak into the hen house while all the chickens are asleep. Then, make off with one!

For humans, the conditions of the wild are so far behind them this sort of biological imperative has relegated itself to the subconscious. Humans prefer to view trust in terms of lying, or theft. Will the help steal the silverware? When she says she's going out with the girls, is that what she really does? However, breach of this trust has the same effect on humans as it does with all other species. Break that bond of trust and it can never be repaired.

So, if you lie, cheat and steal, or if you sneak up on weaker people then attack them (destroying their valuable property and laughing at them as you do it), whether in a game, or not, the species of human will read that psychologically in a consistently concrete way, and will react accordingly, all the way into the subconscious. This is a condition that cannot truly be overcome by exercise of the will, as it is a reaction to a condition which defines the reality - What is the landscape? Where are the threats?

What is particularly nauseating is then the offender trying to cloy his or her way back into the zone of being trusted, a condition they've destroyed forever. It makes the person look so shameful and craven as to be hideous to view, and is a just reward in itself for taking so lightly this bond of trust upon which we as a species rely so heavily for our survival as a species.

We must accommodate the idiocracy.

Lacori
Doomheim
#29 - 2016-09-07 14:09:27 UTC
It has been interesting, reading your responses.

Although there are some who feel the same as me, that the actions we take in the game are simply adopting a certain playstyle, the large majority feel that what we do in-game reflects the true nature of our psyche, whether we express it in real life or not.

If I had a thinner skin I may even find this insulting but, instead, I just find it perplexing.

Those who have compared it to someone changing the rules of a board game midway through the game are incorrect, however. No rules were changed within Eve's lifespan. Eve was intended to be a PvP game primarily, which is why CCP built the one shard which people play on (except for China, that is).

CCP seem to want to maintain that they care about people's real life welfare; they host PLEX charity donations, they were swift to slap Mittens on the wrist after his drunken Fanfest rant, and they even discourage people on these forums from 'personal attacks'. Yet they have never frowned upon griefing within Eve; moreso they encourage emergent gameplay such as this, and have even dedicated extra server power to events like Hulkageddon and Burn Jita.

So at least CCP seem to be on my side (something I thought I'd never say lol), or else their actions would be wholeheartedly at odds with one another; caring about real life well-being of real life individuals and permitting ganking, scams and other, what might be described by some, deviant behaviour.

For the record I don't see it as deviant in the slightest. Maybe a bit meta at most. Eve, like any other game, is there to be played and I resent that people go away from it thinking that they are looking into the windows of the real life players' souls, rather than just the role their character is playing.

Do you think anyone who plays COD secretly wants to shoot people in real life? (Okay maybe bad example there...)
Elenahina
Federal Navy Academy
Gallente Federation
#30 - 2016-09-07 14:21:09 UTC
Lucas Kell wrote:
Elenahina wrote:
I've been roleplaying for over 30 years, and in that time I have played a wide range of characters who both are and are not like me. It's all about breathing life into the character. Understanding what motivates them, as opposed to what motivates you. Being able to keep them separate isn't really that hard, for a well ordered mind.
Would you not say though that to an extent your choice of character to roleplay reflect your own preferences though?


Not always - I mean, from a certain perspective, I don't play characters I don't want to play, but not all of them have been characters I have really cared for. Some I tried just to try that sort of character, others because I was running the game at the time.

Eve is like an addiction; you can't quit it until it quits you. Also, iderno

Dirty Forum Alt
Forum Alts Anonymous
#31 - 2016-09-07 14:32:04 UTC
So if one were to accept that in-game actions are a window into the true self of the person in question (which I *would* say is true, to an extent - but it can be a misleading image to those who do not see the feelings/motivations of the person performing the actions - the person behind the keyboard) - Does that also mean that it is fair to judge players by what they *say* in the game? I would argue that it is.

I'll be honest - I can be a **** both in game and out - and I'm well aware of my own tendencies in the relevant areas...
But more interesting to me are the people who feel the need to point it out to me... Because the ways they choose to do so often reveal a dark side of themselves that they (and those around them) seem completely oblivious to...

The dead swans lay in the stagnant pool. They lay. They rotted. They turned Around occasionally. Bits of flesh dropped off them from Time to time. And sank into the pool's mire. They also smelt a great deal.

Paula Nancy Millstone Jennings (Sussex)

Lucas Kell
Solitude Trading
S.N.O.T.
#32 - 2016-09-07 14:45:45 UTC
Lacori wrote:
Those who have compared it to someone changing the rules of a board game midway through the game are incorrect, however.
The point was that you can;t compare it to a board game at all, since there's not only one set of rules in the game, there's a multitude of playstyles, which is why I compared it more to playing cards, where multiple different games can be played with the same deck, and people can choose to change which game they play at any moment.

Lacori wrote:
Eve was intended to be a PvP game primarily, which is why CCP built the one shard which people play on (except for China, that is).
While somewhat true, the definition of "PvP" varies. EVE was designed to be primarily a PvP game, but it wasn't designed primarily to be a "pew pew" game. PvP comes in many forms from shooting someone in the face to market transactions. The idea that the core gameplay mechanic is shooting other players is as absurd as claiming the core gameplay mechanic is mining asteroids, both are simply part of the game.

Lacori wrote:
Yet they have never frowned upon griefing within Eve; moreso they encourage emergent gameplay such as this, and have even dedicated extra server power to events like Hulkageddon and Burn Jita.
You heard about the bonus rooms right? Ganking events are generally not designed as a form of grief, the intention is to rack up kills, not to rack up people being upset. I find it hard to believe that CCP actively support one players intention to purposely upset another player. The reason they don't always act when it happens is because intent is difficult to identify. Again look to the bonus room to see what happens when that intent is clear.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#33 - 2016-09-07 14:49:00 UTC
Elenahina wrote:
Not always - I mean, from a certain perspective, I don't play characters I don't want to play, but not all of them have been characters I have really cared for. Some I tried just to try that sort of character, others because I was running the game at the time.
But would it be safe to say you wouldn't create a character in a game you played for entertainment such as EVE that primarily played in a style you didn't find entertaining?

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Linus Gorp
Ministry of Propaganda and Morale
#34 - 2016-09-07 14:51:18 UTC
Lucas Kell wrote:
Solecist Project wrote:
Look who's back!
Miss me?

No. I was so glad you were gone.

When you don't know the difference between there, their, and they're, you come across as being so uneducated that your viewpoint can be safely dismissed. The literate is unlikely to learn much from the illiterate.

Chopper Rollins
Republic Military School
Minmatar Republic
#35 - 2016-09-07 14:51:26 UTC
Elenahina wrote:
Just like I have a code of ethics that guides my real life, I would create a code of behavior and guidelines for my characters. Motivations, goals, things of that sort.?


The invented character turns to powder under pressure.
An easy test for people is to ask them questions you know the answer to.
A hard test is to stress them with responsibility, ridicule or limit their time or ability to do something.
Roleplaying is a posture people adopt, the core doesn't change.



Goggles. Making me look good. Making you look good.

Ima Wreckyou
The Conference Elite
The Conference
#36 - 2016-09-07 14:52:24 UTC
Infinity Ziona wrote:
How you behave in a game is a reflection of how you would behave in RL if there were no laws to punish or stop you behaving that way.

Absolutely, I would totally dunk miners in RL but the law prevents me from behaving that way.
Vortexo VonBrenner
Doomheim
#37 - 2016-09-07 14:54:46 UTC
Many EvE players roleplay a "bad" guy ingame, but are often decent enough folk IRL. I roleplay a "good" guy ingame but am pretty much an ashhat IRL.

People are strange and complex, eh?




Judaa K'Marr
Shadow Legions.
SONS of BANE
#38 - 2016-09-07 14:56:58 UTC
Mandatory Zizek:
"At the same time, there is the much more unsettling opposite idea of the domination of my screen persona over my "real" self. Our social identity, the person we assume to be in our social intercourse, is already a "mask" that involves the repression of our inadmissible impulses. But it is precisely in the conditions of "just playing" - when the rules regulating our "real life" exchanges are temporarily suspended - that we can permit ourselves to display these repressed attitudes. Take the proverbial impotent shy person who, while participating in a cyberspace interactive game, adopts the identity of an irresistible seducer or sadistic murderer. It is all too simple to say that this identity is just an imaginary escape from real-life impotence. The point is rather that, since he knows that the cyberspace interactive game is "just a game," he can "show his true self" and do things he would never have done in real-life interactions. In the guise of a fiction, the truth about himself is articulated. The fact that I perceive my virtual self-image as mere play thus allows me to suspend the usual hindrances which prevent me from realising my "dark half" in real life. My electronic id is given wing."
Dirty Forum Alt
Forum Alts Anonymous
#39 - 2016-09-07 14:59:32 UTC
Another major point of contention seems to be over what is actually "bad" within a video game.


I mean in RL - most people can agree that killing someone is bad. But that is because in RL people don't re-spawn - so it is a permanent thing. By killing someone, you take away their very life itself. And *everything* within it.

But in a game - people just re-spawn. Depending on the game they may lose very little, or even nothing at all. Even in EVE - the vast majority of deaths are minor inconveniences at most - and the ones that are more significant are made so only through the foolish actions of the person in question. But even then - even the worst financial losses are only space-assets that the person can accumulate again if they care to put the time/effort into doing so.


Thus - "Killing" someone within a video game is *not* inherently evil - and there is no grounds to state that someone who kills people inside the game will kill them outside of the game - because they are not even remotely close to being the same action.

The dead swans lay in the stagnant pool. They lay. They rotted. They turned Around occasionally. Bits of flesh dropped off them from Time to time. And sank into the pool's mire. They also smelt a great deal.

Paula Nancy Millstone Jennings (Sussex)

Lulu Lunette
Savage Moon Society
#40 - 2016-09-07 15:24:14 UTC
I think it just boils down for some that Eve is their life.

@lunettelulu7