God Mode is Super Lame
Based on yesterday’s post, already two people asked why not just wirehead with a large and complex set of emotions.
I’m old enough to have played the original Doom when it came out (sooo old!). It had a cheat-code that made you invincible, commonly called god-mode. The first thing you notice is that it’s super cool to be invincible and just mow down all those monsters with impunity! The next thing you notice is that after a while (maybe ten minutes?) it loses all appeal. It becomes boring. There is no game anymore, once you no longer have to worry about taking damage. It becomes a task. You start enabling other cheats to get through it faster. Full-ammo cheats, to just use the biggest, fastest gun nonstop and get those monsters out of your way. Then walk-through-wall cheats, so you can just go straight to the level exit without wandering around looking for keys. Over, and over, and over again, level after level. It becomes a Kafka-esque grotesquery. Why am I doing this? Why am I here? Is my purpose just to keep walking endlessly from Spawn Point to Exit, the world passing around me in a blur, green and blue explosions obscuring all vision? When will this end?
It was a relief to be finished with the game.
That was my generation’s first brush with the difference between goal-oriented objectives, and process-oriented objectives. We learned that the point of a game isn’t to get to the end, the point is to play the game. It used to be that if you wanted to be an awesome guitarist, you had to go through the process of playing guitar a LOT. There was no shortcut. So one could be excused for confusing “I want to be a rock star” with “I want to be playing awesome music.” Before cheat codes, getting to the end of the game was fun, so we thought that was our objective. After cheat-codes we could go straight to the end any time we wanted, and now we had to choose – is your objective really just to get to the end? Or is it to go through the process of playing the game?
Some things are goal-oriented, of course. Very few people clean their toilets because they enjoy the process of cleaning their toilet. They want their toilet to be clean. If they could push a button and have a clean toilet without having to do the cleaning, they would.
Process-oriented objectives still have a goal. You want to beat the game. But you do not want first-order control over the bit “Game Won? Y/N”. You want first-order control over the actions that can get you there – strafing, shooting, jumping – resulting in second-order control over if the bit finally gets flipped or not.
First-order control is god mode. Your goal is completed with full efficiency. Second-order control is indirect. You can take actions, and those actions will, if executed well, get you closer to your goal. They are fuzzier, you can be wrong about their effects, their effects can be inconsistent over time, and you can get better at using them. You can tell if you’d prefer god-mode for a task by considering if you’d like to have it completed without going through the steps.
Do you want to:
Have Not Played The Game, And Have It Completed? or Be Playing The Game?
Have A Clean Toilet, Without Cleaning It Yourself? or Be Cleaning The Toilet?
Be At The End of a Movie? or Be Watching The Movie?
Have A #1 Single? or Be Creating Amazing Music?
If the answer is in the first column, you want first-order control. If it is in the second column, you want second-order control.
Wireheading, even variable multi-emotional wireheading, assumes that emotions are a goal-oriented objective, and thus takes first-order control of one’s emotional state. I contest that emotions are a process-oriented objective. The purpose is to evoke those emotions by using second-order control – taking actions that will lead to those emotions being felt. To eliminate that step and go straight to the credits is to lose the whole point of being human.