> Julian Arnold (jools@arnod.demon.co.uk) wrote:
> : the society (and thus to the society as a whole) or through fear of the
> : possible outcomes of his acting against these dictates (ie, punishment
> : inflicted by society upon the individual in retribution for actions
> : previously committed by the individual against society).
>
> People want to experience fears but not the same ones, the
> same way. Everybody wants, um, --say the neighbor bought a nice car.
> Naturally a little envy sets in. The guy wants that car! But he can't
> take it. Why doesn't he take it? BEcause he would be arrested and have to
> give it back. The fear of being arrested and having to give the car back
> in a game would be unpleasant, though perhaps the fear of being roasted
> alive by a dragon guarding the car, a dragon which can be destroyed in
> some way, is enjoyable.
True. Good point. Relatively small rewards for stupidly high risks can make us do naughty things, as long as it's *exciting*.
> ANother thing, morality in the real world is based, I think, on not
> wanting to hurt someone else. To steal his car, for example, would. In
> games no one is being hurt! There's the difference. Voila!
Ooooohhh! I made this point in the first half of the sentence which you
*didn't* quote in your article -- `... through an inherent sense of
responsibility to other individual members of the society ...'. Hmm, maybe
not very clear. OK, you win, another good point.
=-)
--Jools jools@arnod.demon.co.uk