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Original post by Anonymous Poster... errr... Nathan Baum
[grin]
The only explanation I could buy is that the ghost takes an 'imprint' of its previous host's brain's higher functions. Memories and intellectual talent are at its ethereal fingertips, but physical talents are not. Only if the ghost was reintegrated with a recent clone of its previous host would the physical skills be able to be carried over: hence why you lose your skills when you transfer to an entirely new body.
Okay, your persistence here makes me take a second look at my premise. The major question at the heart of this is "who or what are you?"
Whatever answer the answer, it has to satisfy these conditions:
1) Make you want to play across lifetimes (what thing in myth or reality spans lifetimes, but is individual?)
2) Give you an optional incentive for those inclined to pursue creating a "virtual family." (i.e., pursue some of the storylines that lead to this result)
3) Optionally restart in random locations after death, losing wealth and status but keeping character abilities
4) Optionally restart in the same area after death, retaining wealth and status, but losing character abilities
5) Give you the ability to witness epic storyline changes (think of all the Dune books)
Saying "you're an AI in a human skull" won't, I think, cut it because it strips most people of the ability to identify. But people can identify with ghosts / spirits, even in a science fiction context. But is there something else besides these two?
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This also means that whilst you can't develop physical skills when you're a ghost, because you don't have a body to learn them with, there is no inherent reason why you can't develop purely intellectual skills. Indeed, if I were implementing a system like yours, I would consider having it be easier to develop intellectual skills when in ghost form, because you are free from the distractions of the body.
Actually, let's up the ante a bit. An individual would learn intellectually out of curiosity or some motivating factor. Now think of what the Star Child of 2001 implies. What is that thing (which inhabited the Monolith, I think). That's probably the level of consciousness I'm shooting for, which is divorced from physical wants as well as personal aspirations.
I imagine that when you die, you don't go walking around like a ghost or even have a humanoid form. In fact, I see more of a god's eye view as being more appropriate as you move around a map. Not sure what this would look like, but you're to be divorced from the notion of physicality in order to exhibit the idea that you can directly impact the world.
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But is this the only option? Is 'possession' involuntary, or does the child have to assent? If it's involuntary, then surely it's an act of violence, even if the resultant intellect considers itself to partly be the child. It would certainly be considered an act of violence in the present day if you interferred with somebody's brain without their consent to change their personality, even though the victim could think they were still the same person.
Okay, here's a monkey wrench: What if bloodlines are all the same entity, with different expressions along the timeline? Notions of "violence" and "possession" don't really apply, then, anymore (especially since they're far too negative to be palatable). Now the entity that you are is simply manifesting into a different expression.
Of course, I again doubt most people will even care. Unless I can create some interesting gameplay from this, I'm very much inclined to agree with them. I'll bet that they won't even question why it is that your child suddenly starts pursuing all of your old goals, or acts with hidden information that only the parent could have had. (Please, convince me that this is a big deal, because I'm missing the point otherwise.)
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You seem to working on the basis that no AI could show emotion, or be suffiently human to past the Turing test. But science fiction is full of robots which are emotional.
Granted, that's true, but there are advantages to keeping them separate except in special cases. One major advantage is a gameplay tradeoff between androids and humans (docile but unimaginative in danger versus possibly but extremely creative).