Nobody sued musicians for their album art on the screen of
handhelds, clenched vicelike in the hands of recent suicides who opted not to
drown. Statistical artefacts, classified under “contributory factors”, deemed
immune to blame. The same should be for videogames.
But what if they directly implied the player didn’t exist?
Meta. Extremely meta.
The premise was this; upon opening the game, players where
given a heavy dose of expository spiel. They were informed that they were “Moral
Programs”. Philosophical AIs with enough complexity and electrical similarity
to brains to deem them human enough on the Turing scales to be passable as the
real thing. Machines which felt. Sufficiently. The player’s life up until
launching the game was described as a subroutine. Something to give the AI a
sense of reality and weight.
Players laughed. Quaint. If they shut the game prematurely,
to test the supposed depth of the game, they were simply bought back to the
main screen on reloading. Failure also took the player back to the start, a
difficulty just hard enough to activate primal hunting instincts and a desire
to try again. Nothing special, but enough to entice playing further.
The gameplay consisted of simple masked optimization
problems. “You” accompanied a drone, which was
actively seeking foreign targets in a foreign land. The player’s goal was
essentially to observe, their humanlike presence in the conflict a necessity only
by international law. Occasionally, players were instructed to decide which
targets were more “ethically challenging”. Advice the drone to run the risk of
killing six children, or three young pregnant women? Two criminals or one
innocent civil servant? A teenagers arm and ears, or both his legs? “Missions”
were evaluated at their conclusion at a military tribunal, where the player/Moral
Program were analysed and its ethical combat decision-making commended. Failure
resorted in a reset. Infuriating. Try again.
It was curious complexity. People talked about it to their friends on and
off-line, as it warped and spread across the net. Watching other people play
the game wasn’t as satisfying as playing it yourself, but the fans still
crowded to their streams. Reviewers lapped up its intricacy in a genre with
dying thematic principles. Overall it was being well received.
Now things become most complicated at the very end of the
game. The player/Moral Program was constantly being reminded by their in-game commander
of their lack of existence, and how “everything else” (being, everything but
the game), was a minor script in their programming to ground them in reality.
The façade grew and grew. The player’s/Moral Program’s family were mentioned,
in vague enough terms to catch the attention of a wide audience. Probing into the
open-source freedom of social media, the game occasionally pulled friends and
lovers names out the blue to scare the player/Moral Program. The game even
describes these processes within itself, bathing in the meta-conversations
which acknowledge axioms themselves, lathering the audience with the triviality
of a known illusion good enough to keep you fooled. The game knew it was a
game. But did the player?
The ending itself was what finally drew the most blame. The
final “mission” was to retrieve a package for the government the player/Moral
Program served. It was cutting edge, and exceedingly hard for the player to
morally retrieve. Civilians and double agents crowded the battlefield. A second
drone entered play. A hospital was conveniently in the line of fire. Neurones
fired faster along their new muscle memory than they had before. Breath was
held. A satisfying boss fight.
The cutscene which followed hammered the final nail. The
package was revealed as an artificial “heaven”. The commander described, in a speech
clearly designed for repetition to many audiences, that the Moral Programs were
too humanlike in their complexity to be simply shutdown like the unconscious drone
AIs. Instead they had to be stored in “heavens” until they lived a standard
human life. Then they could die like the rest of us. The game ends with the
commander thanking the player/Moral Program for their work, and says their
coding will be recommended to their superior.
And that was that. Replaying the game was identical, and the
command simply explained it was just another facet of heaven to entertain the
player. Players shut down their PCs, went for a drink, and then moved onto the
next serial FPS. But fans don’t die hard.
All it took was 0.001% of the players which deemed
themselves “fans” to post their datamine on a forum and the secrets were out.
Paragraphs of additional dialogue, deemed “unfit” for the game’s final build.
The commander’s speeches were tedious, explaining the game was the only way
within the law to use Moral Programs, and his own concerns that the AIs would
become too aware of their false lives and commit suicide. He went on, describing
how only a handful of Moral Programs were even used in the conflict, and that
the rest of the “player base”, and “fans” of the game were just subroutines of
subroutines. Other characters, who helped designed the program were hinted at in a spiders web of intrigue. The commander in one passage even seemed to be close to a breakdown. It was very well done.
Of course there were sceptics. Or rather, realists. It was
all made up. Obviously it was all made up. But still very very well done. The thematic
praise actually won the game a few awards, which the sole creator took sullenly
and with a barely managed fake smile. It was all made up!
But the brain in a vat stipulation evolved into the Moral
Program on a chip stipulation. The game was even brought up at a low-level philosophy
conference at an equally low level university. Even professionals however conceded it was a good way to get kids interested in philosophy. A year after
release, having made a tidy sum, the one-man development team retired, from
videogames and public life. People began to forget about Moral Program.
Then, in the short space of a month, about eleven teenagers
killed themselves. So what. Well, after two more months and another fifteen
later connected suicides, it was agreed that all the dead, along with a slew of
previously ignored suicides from months ago, were massive fans of the game. They had watched
stream after stream, done play-through after play-through. Most datamined, with
all having joined in lengthy forum arguments for weeks. One or two even had merchandising.
After a further four months, the suicides reach fifty. At this point, the
parents of the initial dead were frothing at the mouth. The illusive developer,
until now declining comment, was hauled in by the police. An eight-year-old,
left at home with nothing but his laptop and a deep desire for attention from his
arguably as much to blame parents, walked in front of a bus while playing the
games theme-tune on his handheld. That got the rest of the general public
involved and caring.
Another slew of suicides and game faced a mass-recall. As
the one-hundred mark was reached, computers connected to the internet
uninstalled the game automatically, citing “mental health risks”. But somebody
cracked the thing open and made it run offline undetected. All it took was a
trip to the ‘Bay and the entire experience was yours. Forums which had covertly
inadvertely been promoting the suicide pact were also shutdown superficially,
but all it took was real devotion and you’d find them again. Parents, family
and friends became more and more fearful. The “Moral-Program” effect littered
the news, blaming any game it could. Previously laid to rest court cases were
dug up. Irate mothers threw their bawling preteens consoles in the outside bin.
Then one self-seen Assange managed to leak the footage from
the final stage of the developer’s trial. The creator had been indicted for
months, as the death toll mounted and mounted, until it finally begun to recede two years after release, with him facing a lengthy sentence. Hearings and evidence
mounted, witnesses went from screaming to sobbing. Hate crimes were committed
against the developer’s innocent parents, who eventually began to condemn their
son as much as the parents of “those he’d killed”. The general public grew
tired eventually, as the trial drew to a close. But the footage was
too enjoyable, and it sparked an aftershock unlike anything before.
He was quite deranged, everyone agreed. The developer had
gone without any real attorney or defensive lawmaker whatsoever. He’d just sat
sullenly, confirming what was true and denying lies eventually deemed to be false as
well. All sane. All until the closing statement. He’d certainly been thinking
about it for a while. And he certainly knew how to a capture a crowds
attention.
He erupted, fervour unseen before in the courtroom outside
of the grieving parents. He condemned not the courts, but all videogames
themselves. Flirtatious combat simulations, which toyed with the brain just
enough to make it feel like it was actually doing anything, tricking the
matters into releasing joyful hormones for nothing. He laughed and ran his
hands through his hair, announcing he was almost glad at the suicides, deeming
the dead’s brains too susceptible to false trickery and manipulation. He
referenced a utopian apocalyptic future, where we put our brains in the very “heaven”
machines he’d hypothesised, seeking pleasure over any tangible impact on
reality. The machines would rule us then, he said, while we giggled child-like
in our self-made illusions. More laugher, more tears. He eventually devolved,
and was dragged out the courtroom ranting about mankind’s inability to handle
anything short of ultimate pleasure, given a choice. The last footage the leak
captured was his biting a guard’s hand, manic eyes scanning a stunned jury,
while screaming inhumanly.
“They’ll kill our will, our impact! The fucking games will kill
us all!”
Trawling the man’s hard-drives turned up similar rants. He’d
even written a short story, describing almost an identical scenario, which when
cross-referencing his final screams in the story and reality was scarily accurate,
especially given how he’d been separate from
the computer for months.
The world was quite shaken. At least for a few months. Then
it went back to caring about only the prettier endangered animals, and
trivialities of celebrity. And its video games, of course.
No comments:
Post a Comment