Abstract
Like real society, but more obviously, computer-generated virtual worlds trap human beings within systems of regulations that inhibit freedom, while paradoxically empowering individual action. The pioneer psychologist and philosopher, William James (1842–1910), was an advocate of a doctrine of free will, within a pragmatic ontology that defined the truth simply as ideas that are useful. Operating an avatar based on these principles presents a variety of challenges and opportunities, depending upon the particular rule set of the virtual world. Witcher 3: Wild Hunt is a Polish solo-player game that forces the player to adopt a particular identity and to achieve specified goals in partnership with assigned virtual characters, yet it is possible to explore significant portions of the world while refusing to obey. Fallout 3, also solo player, expects the player’s avatar to partner with simulated survivors of a nuclear war in the Washington DC area, yet the well-known existence of hacker commands allows the player to put the avatar in invulnerable god mode and possess great wealth. Guild Wars 2 is a multiplayer online game that expects avatars to engage constantly in sudden battles against virtual enemies, but it is possible for one avatar to live a peaceful life crafting technologies for other avatars, thus suggesting ironically that autonomy requires cooperation. Many scientists and engineers in the contemporary Technology Convergence movement have sought to understand and control the unpredictability of complex systems. The three virtual gameworlds explored in this chapter illustrate the trade-offs between free will, determinism, and indeterminacy that complex systems present to human beings.
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Bainbridge, W.S. (2016). Autonomy Within Rigid Rule-Based Systems. In: Virtual Sociocultural Convergence. Springer, Cham. https://doi.org/10.1007/978-3-319-33020-4_5
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