On the mechanics and ethics of mind-reading


A new bimonthly dev log arrives on the scene! This time, I’ll be talking more about Mentalism (or more colloquially, mind-reading), and how that functions as a game mechanic in TIS.

As those of you who have played the demo or read our game page already know, all goblins in TIS possess magical abilities. In our protagonist, this predisposition manifests as Mentalism. They can, within limits, read and influence minds (too bad that hasn’t worked out too well for them so far).

Now that they are in the company of goblins who can bend light and rearrange flesh at will, it’s also their one advantage in the Spire. 

You may not be the team’s designated fighter. You're not the healer. You’re not even the first line of defense. But you are best positioned to become a mediator (or puppetmaster, if you prefer) in a high-stress situation where a group of very unstable people are forced to make decisions that could mean the difference between life and death.

In addition to typical interaction options relating to conversation or navigating the world, you (the player) will also frequently be faced with the opportunity to skim the surface of somebody else’s thoughts. Sometimes, you will even have a chance to affect their decisions! 

In the upcoming TIS release, we’re introducing animated visual mindscapes that are personal to each character (with obligatory apology for the lossy .gif format I have for our previews):



Entering another person’s mind isn’t always easy, or even a good idea! But if you're ready to dive in~


Here’s a few tips to get you started:


1- Don’t get caught (or at least, not without good reason).
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Nobody likes to have their mind intruded upon. And while you can dip in and out pretty quickly, there are situations where you need more time to follow another goblin’s train of thought. While reading minds, our protagonist appears visibly entranced. If any other character is paying attention, they can catch you in the act. Seize your opportunities with caution, or be ready to get on their bad side.  


2- Be aware of how your relationships affect your abilities.
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A stronger connection with another character also strengthens the protagonist’s ability to read and influence them. Minds that aren’t in sync with your opinions and behaviour will resist you, just as the body’s immune system resists infection. Some may push you out altogether. In order for your abilities to be at their most effective, it’s important to find common ground with other goblins, even if you don’t particularly like them or agree with them (see previous dev log on how relationships in TIS are a balancing act here).




3- Know what you’re getting into.
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It’s risky to get into the head of a goblin who is especially angry, frightened or distressed. This risk is heightened all the more if you don’t understand them very well. However, there will also be times when you are the only one who can calm a goblin in a panic, ease their pain or stop them from lashing out in fury. Use your abilities wisely by taking the time to understand when they’re really needed (and if you’re the right person for the job).  


4- Use what you find carefully.
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Peering into the thoughts of others may grant you access to information (accidentally or otherwise) that they don’t want to share. You can choose to prioritize their privacy, but there may be times when that information will influence your understanding of events and provide new interaction options. Using it can profoundly influence the course of events that follow. It can also result in some very divisive reactions among your group, even (and perhaps especially) if the secrets you divulge are "for the collective good."




Now setting aside the practice of Mentalism, there is the real-world conundrum of mind-reading ethics, which I would like to dwell on a little here:

 A number of players have already told us that they find the protagonist's abilities conceptually frightening. 

As the writer, I whole-heartedly agree!

I think this is a very timely concern, given the emergence of crude neurotechnology in the late 20th century. Of course, a scientific definition of mind or thought is still not something any contemporary neuroscientist can give you. We may have neuroimaging techniques like fMRI, assistive technology that helps people with severe spinal cord injuries interact with their environment, and real-world supervillains like Elon Musk implanting pigs with coin-size "neuralinks," but this is still galaxies away from the sophistication of  fictional cyberpunk dystopias. 

What we do unquestionable live with on a daily basis are predictive algorithms designed to manipulate the pleasure systems in our brains, and predatory corporate data-mining practices. That much isn't science fiction or conspiracy. It's just a sacrifice most of us have accepted as the natural price for existing on the internet. 

Faceless corporate entities are at once more scary and harder to hate than an individual wielding analogous abilities for their personal benefit. Bringing this back to TIS—a similar disconnect exist in the goblin world. 

Even being raised in a state of magical mass-surveillance still leaves goblins wary of individuals like our protagonist, who are born with the natural ability to intrude upon their neuroprivacy.  In the days of Old Order, the Mentalist guild once ruled in the form of self-named prophets, and a religion abandoned to the annals of time. After being overthrown, Mentalists were perceived both as a threat to the sanctity of New  Order, and a tool too useful to destroy. The activities of individual Mentalists are meticulously catalogued and controlled. All of them are funneled into a limited range of positions where they, theoretically, are only permitted to use their powers in a professional context for the common good. It is in this context that the protagonist's personal breakdown  is perceived as an especially egregious crime.

All this to say that the ethical quandaries of Mentalism as a discipline are built into the very framework of TIS. I would encourage players to think about what a consent-based model of Mentalist practice would look like, and how that falls within the broader context of survival and "greater good"  morality (or any one of the many alternatives to utilitarianism you may align with). Perhaps some of you may even arrive at the idea that no use of it can ever be justified under any circumstances! The game is still playable with this philosophy in mind.


So what's next?

You'll be hearing from us again on August 31st!

In our next update, we'll be back to talking about some of our aesthetic updates in the contexts of backgrounds and CGs, and how the artwork is tailormade to convey the oppressive New Order atmosphere. 

Do you have your own perspective to share about the ethics of Mentalism? Have more questions about how Mentalism will work in-game that we haven't answered? Feel free to comment below!

P.S. If you want to hear more behind-the scenes ramblings about my personal creative process, I also post threads on Twitter (as @yozhikisblue) about the writing and art of TIS every now and then, like this one. You're welcome to follow and/or express your thoughts. ~<3

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Comments

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(+1)

I found it interesting, the twitter thread you linked! It made me think about the assumptions that I drew when I first played the game. I tried to go into the Inverted Spire as spoiler and context free as possible, so I could enjoy the experience as much as possible. But after the introduction, where I met the protag, my first assumption was that the New Order was terrible, and that the protag was very unhappy and backed into a corner.

An unfair and cruel "society" and "status quo" is the enemy in dystopias, and I was primed to be suspicious of the New Order--I certainly thought that being thrown into a pit to die is not a just punishment for nonconformance to society! I feel kind of sad, knowing at least one of the seven goblins is going to die a probably really awful death :( 

I was primed by my past experiences to be suspicious of the New Order, and to kind of be on the protagonist's "side" and the other six goblins' "sides". I never thought any of them were "bad" people, just people who crossed the New Order. 

It didn't cross my mind till I read your thread that other folks may think the New Order has a point :p

(+1)

I'm glad you found it interesting! <3 I also continue to be fascinated by how different players and beta readers interpret the story. It's probably one of the coolest things about sharing your work with others?

I suspect that with the release of the first two chapters (most likely out of six) we'll get an even broader range of perspectives, and there may be a lot more players who feel the same way about New Order as you do. 

This has also been an ongoing consideration while writing the romance/friendship routes of individual characters in TIS, since the player's interactions with them depend a lot on how their personal values differ or intersect. Personally I keep having idle thoughts like "which character will be most popular with players?" and "I wonder how most players will end up aligning on the compliance/dissidence scales?" 

I guess we'll find out! ^^