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epistemic-horror asked: Why is "a bias to interpret ambiguous information in a threat related manner" your anxiety tag? I know that it's from some academic paper(s), because Google, but any particular reason you chose it?

Sometime in early 2014 (I think) I read a paper about how SSRIs decreased “a bias to [etc.]” and I was really excited because that seemed like a precise description of what I experienced, and because I was about to start taking Lexapro.

Lexparo hasn’t really helped me much, but the tag remains.

jollityfarm:

Hey, @nostalgebraist, sorry to keep bugging you this evening.  I finished The Northern Caves and I have a quick kudos/question.

Alright… I hate to impose my own situation onto everything I read (I mean to some extent maybe we all do that when reading anything ever, but but but), but I’m getting some major scrupulosity vibes from Salby.  Was this intentional?  How about the description of chunky peanut butter chunks getting stuck in-between teeth (the nebulously discomfiting feeling of stuff getting in teeth is a good analogy for feelings of definite un-rightness)?  Whether or not it was intentional, it’s an excellent description of scrupulosity.

Short answer: yes.

The more “physical” stuff was heavily inspired by my Tourette Syndrome.  The more moral aspects are heavily inspired by my … well, I don’t think I have “scrupulosity” in anything like the clinical sense, but they’re definitely based on exaggerations of my own experiences as well as on experiences I’ve heard reported by other people, in many cases people with OCD.

(I think these two things are connected – Tourette’s and OCD are comorbid, for one thing, but also @slatestarscratchpad wrote a post here interpreting the sort in light of something called “Tourettic OCD,” and his description of it sounded pretty close to what I experience.  See also here for the clinical status of Tourettic OCD)

slatestarscratchpad:

[spoiler warning: TNC]

My interpretation of The Northern Caves is that Salby and several of the other characters have Tourettic obsessive-compulsive disorder. I say this because I have Tourettic obsessive-compulsive disorder, and it feels like a definite wrongness in material arrangements of things.

TOCD is a weird condition kind of halfway between classic Tourettes and classic OCD. Tourettes is marked by tics, most famously shouting expletives but more commonly moving your body, touching things, or performing odd combinations of motions. These are not quite involuntary actions; patients can control them if they absolutely have to. Rather than the action being primitive, an overwhelmingly strong urge to perform the action that comes from nowhere seems to be primitive; the urge is so strong that the patient will almost always act upon it even though it makes no objective sense.

OCD is usually marked by obsessive thoughts that you have to perform rituals to banish.  TOCD is sort of in between these two. Patients perform complex compulsions and rituals not because they have obsessions per se, but because they have this feeling that something is wrong until they perform them. The IOCDF describes the condition as:

Unlike true OCD, in which cognitions (obsessions) lead to an emotional (affective) state and typically fear of the content of the obsession, TOCD sufferers report discomforting sensory experiences such as physical discomfort in body parts including hands, eyes, stomach, etc., or a diffuse psychological distress or tension for example “in my head” or “in my mind.” These localized or general discomforts in the TOCD sufferer tend to be relieved by varieties of motor responses, including “evening things up,” doing things to certain numbers, positioning items, touching and retouching things, doing things symmetrically, and so on, typically with the requirement that these actions are performed “just so” or “just right” in order to alleviate the somatic/psychological discomfort. Unlike reports of subjective experiences associated with classic forms of OCD, individuals describe a relative absence of fear or concerns about catastrophic consequences occurring should the required actions not be performed. Instead, there are likely to be concerns that the discomfort might be intolerable or unending if the actions were left undone or done poorly.

I’ve sometimes described this to people as “having an extra sense”. That is, we have a sense of cold that gives us a specific uncomfortable feeling if an ice cube is touching us, which is resolved by moving the ice cube away. We have a sense of pain that gives us specific uncomfortable feeling if we sit on a sharp object, which is relieved by standing up. I have a sense of TOCD that gives me a specific uncomfortable feeling in certain apparently unrelated situations, which is relieved by certain compulsions.

For example, if I’m in bed at night, and my foot touches the edge of the bed, I get the uncomfortable feeling until I extend my leg out as far as it can go over the bed, then bring it back in again without touching the edge. Or if I breathe on one hand, I get the uncomfortable feeling until I breathe equally hard on the other. If my fingernail touches paper, I get the uncomfortable feeling until I have scratched some kind of smooth or shiny object.

It’s hard to explain this uncomfortable sensation. It’s like but unlike pain, in the same way intense heat or crushing pressure is like but unlike pain. But Salby’s term “definite wrongness” is pretty spot-on.

My main difference from Salby is that, thank goodness, my feelings are almost always related to my body. There are a few exceptions: when I was younger, I used to have to have the shutters on the windows in my room at a certain angle (not necessarily the same for each shutter). Certain doors that always had to be closed. A garbage can that always had to be touching my door. If my parents got weirded out and wouldn’t let me maintain these things, well, I wish I’d had the phrase “definite wrongness in the arrangement of material objects” to describe it to them.

But if I imagine the feelings I have about my own body suddenly extended to encompass the entire world without losing any intensity, I imagine ending up pretty much like Salby. I could absolutely imagine being William Chen and writing several pages on everything that was wrong with a glass of water.

(Actually, I could probably write several pages on everything that has been wrong with my body position in the past fifteen minutes as I’ve been writing this post, except that it’s gotten to the point where I adjust 99% subconsciously the same way other people would fidget and adjust to uncomfortable positions.)

The description of Salby and Chen disagreeing about the content of Mundum also sounds like TOCD - although there are a few common patterns, no two people have exactly the same tics or compulsions.

Sleeplessness and Adderall both exacerbate most anxiety disorders, presumably including TOCD. I’ve never had Adderall, but my OCD becomes much worse when I’m low on sleep. In the book, two of the main characters go thirty hours without sleep, take some Adderall, and develop a bad case of Salbianism. I think they had latent TOCD. Maybe something about the Chesscourt books attracted people with latent TOCD for some reason and the stress of the Caves reading has brought it out. Or possibly Caves is some sort of infohazard that installs TOCD into the brain of anyone who reads and understands it.

In support of my thesis, @nostalgebraist has said that he has (had?) Tourette’s disorder, and I bet this consciously or subconsciously inspired his thoughts about Mundum.

!!!

This is all pretty much spot-on as regards the story, and also is very interesting to me personally, because I’ve been diagnosed with Tourette Syndrome, but my symptoms “shade into” OCD more than classic Tourette symptoms do, in pretty much exactly the way you describe.  I’ve usually “explained” this by talking about the fact that Tourette’s and OCD are comorbid, but if there’s a distinct thing called “TOCD,” that’s probably what I have.

(Googling “TOCD” or “Tourettic obsessive-compulsive disorder” mostly turns up forum threads [ha!] and stuff like that – do you know of any more official resources I could look at?)

loki-zen:

nostalgebraist:

My dad, on the phone yesterday: “I’ve been reading this book by a psychiatrist, who says that a lot of bipolar people are misdiagnosed and are put on SSRIs when they should really be on something like lithium.  And you know, I was just thinking – what if you could be mildly bipolar?  I mean, I’m bipolar, and it tends to run in families … ”

Me: “You know, I was just thinking about that earlier this week, after I abruptly woke up one night at 12:30 AM, couldn’t get back to sleep, spent several hours excitedly reading a popular physics book and then went in to work at something like 4 AM because I was strangely excited about work for some reason”

(Me, today: have sat around all day playing video games, finds just about everything forcefully uninteresting/unappealing and video games at least distract from this)

If this is true, I’m not sure what to do – I’m probably within ~2 standard deviations of the mean on these traits, not so clearly “bipolar” that mood stabilizers are clearly warranted.

As a bipolar person who takes an antidepressant, not a mood stabiliser, I can’t see the benefit in thinking about mood stabilisers if the ‘up’ periods are not significantly deleterious to functioning and quality of life. They tend to be even more punch you in the face with side effects than antidepressants.

This is informative, thanks.  After a little bit more thought I’ve concluded that this is probably not a useful line of investigation for me – my high and low energy states are not long-lasting enough to really fit a bipolar diagnosis, the high-energy states don’t have negative consequences, and after five years as a Risperdal zombie in my teens (prescribed for Tourette’s) I am very wary of any medication that’s described as “dulling”

(My dad sent me the books he was reading which inspired this conversation, which were “Moodswing” and “Bipolar Breakthrough” by Ronald Fieve.  I do plan to read them at some point)

ETA: it’s also worth noting that I kind of doubt my dad is actually bipolar – the doctor who diagnosed him as bipolar sounds incredibly sketchy from his descriptions of the experience, and he seems to have gotten better over time, which is not usually supposed to happen

(via loki-zen)

brazenautomaton asked: Is it over the line to ask you about what you would like from a game with a moral system about being/doing good?

vichtenaar:

nostalgebraist:

ghoulishautomaton:

nostalgebraist:

ghoulishautomaton:

nostalgebraist:

Not over the line since I’m not going to talk about Undertale directly.  The probably disappointing answer is “I don’t think it can really be done, because if you encourage the player to identify ‘being moral’ with ‘maximizing the in-game morality metric,’ then people will start thinking in ways that are very different from real moral reflection.”

Like, real moral reflection involves one’s own values and moral emotions, but unless the game’s morality metric just so happens to perfectly reflect those, you’ll get into situations where people think “hmm, I don’t think this is good but I’ve figured out that the game thinks it’s good and this is a game about ‘being good’ as defined by the game, so I suppose I should do that, instead of actually following my conscience.”

Of course there are various ways out of this.  One can make a game that isn’t just about being “good” or “bad,” but about which of several different moral systems you follow, so that a player obeying their own conscience will end up with a set of not-inherently-judgmental scores saying “hmm, it looks like your conscience looks like this.”  (Obligatory nod to Moral Foundations Theory.)  I’m not sure this would actually be at all interesting, though.

You could also have a game that judges the player on a good/bad axis but discourages you from thinking that “being good is the right way to play.”  But at that point, why is the morality system even there?

I think the most promising way to “involve” morality in games is to not represent it mechanically at all, but to have mechanics like “unique, procedurally generated characters” and “no reloading from saves” that make players feel like their actions have real consequences for irreplaceable beings.  If you hurt a game character, you’ll feel bad because you hurt the game character, not because your Official Ethics Score decreased by 5 points.  (You’ve mentioned that roguelikes are already a lot like this, and I think there’s fertile territory in making roguelikes with more complicated non-combat interaction, more involved plots and themes, etc.)

What about for things like tabletop games? The most obvious thing coming to mind is Humanity and derivatives from the World of Darkness games. Systems like those, good or bad?

I wasn’t familiar with those, but after Googling – yeah, that kind of thing seems like a whole different kettle of fish, and I have no problem with it.

By “that kind of thing” I mean systems where morality is actually part of the (meta)physics of the game’s fictional world, so when you do bad things you’re “increasing your bonds with the Forces of Darkness” or something.  Which is perfectly fine – it’s a mechanic that’s appropriate for the setting.

I do think that settings like this are weirder, and more disturbing, than often acknowledged – the idea that the universe could be giving you a “moral score” is weird for all the same ways that it’s weird when a game gives you a moral score.  (”Dammit, what if I just think the God of Pure Good is an asshole?  What then?”)  But if a game is giving you a moral score because its universe gives you a moral score, then it’s just depicting the universe faithfully.

(I made a post a long time ago about how stories where “love” is a physical force are disturbing to me in a similar way – to me, the concept of love is inherently tied to trusting people even though you can never really know for sure what someone else is thinking or feeling, so it’s really jarring to imagine being told “yep, you’re Officially In Love, we can tell because you just generated a Love Beam and blasted the bad guy.”)

“increasing your bonds with the Forces of Darkness” – well, sometimes it is and sometimes it isn’t. The stat Humanity replaces, for normal people, was called Morality (though now in 2nd ed it’s called Integrity), and it’s really more like a sanity gauge for how good/evil you are than an externally enforced karma meter. Each rank lists a level of unacceptable conduct, and doing that or worse risks losing Humanity. At Humanity 10, unacceptable conduct is “selfish thoughts”, at Humanity 1, it’s “mass murder”. Normal law-abiding human average is 7, vampires (who we are using as our example) are expected to stabilize around fivish. Humanity gives you the ability to do certain things better, namely acting like a human who doesn’t have your vampire weaknesses; losing Humanity risks giving you a mental illness as your mind fractures from suppressed guilt in true Gothic horror tradition, and at Humanity 0, you’re too much of a monster to even be a player character. You have a chance to lose Humanity when you do something forbidden at your current Humanity or lower, and this die roll is explicated as “if you succeed, your characters feels bad about her actions but still has that bit of moral compass; if you fail, your character rationalizes it away as being okay, not really mattering, not needing to follow that rule any more.” You do that a lot, and you’re more removed from how normal human beings think and find it harder to relate to them; further, you find it harder to remember why you’re trying.

But it’s not really shown as succumbing to an external force; vampires talk about “resisting The Beast” but said Beast is something completely internal and is just a name for strong violent or fearful impulses. “Giving into the Beast’ maps entirely to “giving into the darkest parts of yourself”. The game presents a list of things you’re not allowed to do, says that doing them makes you a worse person, and quantifies it into a scale, and gives you penalties for being a worse person. So it would appear not to match your criteria for “acceptable”.

But, part of the assumption of the game is that I shouldn’t be using “you” and “your character” so interchangeably and part of the game is going to BE your character’s morality falling apart and her losing touch with humanity. And there are mechanical advantages to being “evil”, in that you are doing things that are way more effective at accomplishing your goals if you aren’t concerned with what’s good and what’s evil. It’s more difficult to do what you are trying to do without going with the “easy path” of killing, but since it’s a tabletop game, that process is you figuring out how to make a plan to get what you want without committing murder, not guessing which of the options presented to you is the “right one”. And the levels of Humanity are presented as broader rules you do or do not find morally compelling, it’s not a matter of individual actions being given options that assign Evilness Points and you have to guess which is which. So, I was wondering if those made it okay for you, or not.

One of my own psychological land mine wounds involves such a game, with such a scale, that needs to accomplish much the same things while being built around the assumption that you are sincerely a good person who is trying to do good, and I want to avoid the class of stuff that sets off scrupulosity triggers in folks like you, so I want to gather information on what’s good and what’s bad about similar systems.

Thanks for asking about this.  All of that does sounds fine to me – not that I’d necessarily like playing such a game (although I might), but if it has problems it’s not the ones I was complaining about in the OP.

“Part of the (meta)physics of the setting” was too restrictive, or too unclear, a criterion – I’m mostly talking about stuff like “this is understood as A Thing by the characters in the setting, even if it’s mostly or entirely a psychological thing.”  You could make some sort of game about some sort of entirely real psychological phenomenon like “being stoic vs. giving into temptation,” and as long as the in-game depiction maps roughly onto the actual thoughts people in the setting might have about these things, it’s OK.

I mean … it would still have the potential problem of the player not necessarily agreeing that the developer has captured the concept well.  There might be conflicts between “being actually stoic vs. being what the developers think is stoic.”  But I think these things do work a lot better for me if there’s a link between the sort of psychology you’re role-playing and the sort of psychology being represented in the system – if, say, the story is about temptation and you’re making temptation-related decisions and then getting rated on a mechanical temptation scale, that’s a lot better than if you’re just doing stuff in general and then incidentally getting rated on how good a person the developers think you’re being.

What makes Undertale in particular set off triggers for me is a combination of things, at least one of which is that it does the opposite of what I described in the previous paragraph – it actively misleads you about how the game mechanics connect to morality and to your own “role-playing,” so that in fact it’s supposed to be about things like “detached leveling and save/loading vs. investment in the game world” but the mechanics are structured so that it looks like you’re not “role-playing” this tension.  It’d be hard to even do this in a tabletop game, because generally in a tabletop game, players should be able to read the rulebook without it “spoiling the experience.”

The closest equivalent might be a table-top game in which players’ OOC comments (even if clearly marked as such by the players) are treated as in-world instances of strange behavior, and this is only revealed at the end of the quest, in which it “turns out” that “all along” you were “actually” role-playing the act of trying to stay in character – even though, if you’d been told the game was like this at the outset, you’d of course have been much more careful with OOC comments, which you had assumed were just being sent to /dev/null.  (A game like this which revealed the mechanic at the outset might be interesting; a game like this which sprung it as a twist ending would be inane and infuriating.)

(The other aspect of Undertale that fucks with my head, as I was carping about yesterday, is that the tension it wants you to role-play is “the tension between being a pacifist-saint who Spares everyone, even people who are harming you and would never think to Spare you, and being anything else” and I think this is actually a terrible goal to aspire to.  But that’s such an extreme, weird morality that the objection doesn’t generalize to most moral mechanic systems.  Just don’t do … that … and you’ll probably be fine)

That’s not really an extreme, weird morality. “Sparing” someone is not the same as not fighting against them, nor is it the same as not punishing them for bad acts. In the context of the game you’re talking about, it’s literally, only “not murdering them after they’ve given up fighting.” You could beat almost every enemy to death’s door and then spare them, and still get the best ending. Except that the game doesn’t have a provision for accidental or unavoidable deaths, you could apply the same basic system to a game about being, say, a police detective.

It’s also the only ending that actually marks you as evil is to actively commit genocide. There is not a distinction between “being a pacifist-saint” and “anything else.”

It’s not that I think your criticisms are totally off-base here. But I think you played a game that triggered your anxiety, and that’s leading you to misconstrue its elements as much more crude than they actually are. And you’re posting all of this to the game’s tag. So forgive me for still thinking that you are hate-playing this.

I started disliking the game a lot more since we last talked about this, and now I’m not playing it at all.

You’re absolutely right that it’s triggering my anxiety and that I’m probably not responding to the systems as intended – but the systems are ambiguous and I think the sort of response I’m having is a valid (or at least not-clearly-contradicted-by-the-game) way to interpret them, if not one that most people will take.  I guess I’ve been posting about it in the tag for that reason – I don’t like to bracket off my reactions as “well, I’m just interpreting the game in light of my own personal issues, so this isn’t a ‘real’ reading that fans of the game might care about,” when, say, someone who responded to the game positively while interpreting it in light of their personal issues would still be seen as contributing a “real” reading.

This is an emotional response the game is producing in a person, as a (presumably unintended) consequence of artistic decisions; if we want to talk about the types of responses the game produces in players, that “goes into the bucket” along with all the other responses it produces.

But I’m not really interested in defending my reading of the game any further, mostly because I just don’t want to think about it any more than I have.  Apologies if that seems like a cop-out.

ETA: to make it a bit less of a cop-out – I take your point about the Spare mechanic, but again, what bothers me is the asymmetry between the player’s position and the monsters’.  In ordinary situations the monsters never Spare the player (although there’s one situation where a monster does Spare you, indicating that this isn’t just incompatible with the game’s symbol language – Sparing you is a conceivable action for the monsters, but they don’t take it!).

No more Undertale posts for now.  I’m getting hung up on this because of anxiety and need to do something better for my head.

ghoulishautomaton:

nostalgebraist:

I’m sorry I’m being so weird about this, it’s just … I feel like a lot of my moral and psychological progress in life has been, basically, “resisting my natural inclination to be an Undertale-style Pacifist”

I have spent a very large amount of time talking to therapists about how to get myself to be less of an Undertale-style Pacifist

I still don’t get what you MEAN by “Undertale-style pacifist”.

“Attempt to achieve amicable relations with every person you come across, no matter how hostile they are to you.  If people are inconsiderate, selfish, self-contradictory, etc. in ways that make it actively hard to satisfy them, view this as simply a ‘more difficult challenge,’ requiring of greater ingenuity.  Never be hostile yourself, even to people being hostile to you, even at the cost of implicitly encouraging behavior that hurts you.  Never think about how to arrange your life so that you encounter people who make it easy for you to be good around them, or morally judge others on whether they make it easy for you to be good around them, or consider that ‘being good’ could mean more than ‘satisfying whoever you happen to be around.’  Just solve the menu-puzzle presented to you by each person you encounter, no matter how tough it is.  Never think about finding better people.”

(Admittedly, Undertale has the Flee mechanic, which makes this all a little less clear-cut in the game, as opposed to in the mental state I’m comparing to the game)

(via brazenautomaton)

Sorry for being still hung up on this, but there is still something that really … creeps me out about Undertale’s morality system.  It seems like it’s rewarding the player for neurotically molding their behavior to fit the absurdities of a system that makes it cumbersome and confusing to be good, while not allowing for any possibility of changing the system itself.

“Yes, your boss may be a sadistic asshole who makes your working life a living hell, but congratulations – this week you managed to find One Weird Trick that made your most recent meeting relatively tolerable!  You are a Good Person!  No, don’t even think about whether it’d be possible for you to ever have another job besides this one.  There’s no option for that on the combat interface menu.  Have fun trying to figure out how to be a Good Person next week!”

Ugh.

ghoulishautomaton:

nostalgebraist:

Despite worldly success (finally finding a good test case last night in research), today turns out to be anxiety funtimes.  Everything that exists (including but not limited to: washing machines, tumblr, every book on my Kindle, particle physics, Ibuprofen) is somehow nonspecifically worrying and in need of cautious, critical re-appraisal.  Your Universe Is Problematic

Will try to go to a lecture in a few hours if I’m up to it

I’m not sure what I’m supposed to do to help. Generic *patpats*? Make a joke?

No need to help – I’m just posting publicly about my mental state because that tends to help with this kind of mental state a bit (for some reason).

(via brazenautomaton)

Despite worldly success (finally finding a good test case last night in research), today turns out to be anxiety funtimes.  Everything that exists (including but not limited to: washing machines, tumblr, every book on my Kindle, particle physics, Ibuprofen) is somehow nonspecifically worrying and in need of cautious, critical re-appraisal.  Your Universe Is Problematic

Will try to go to a lecture in a few hours if I’m up to it