Ever noticed how much more tempted you are to get three games you didn’t want, and one you did, for a relatively good price? Ever wondered why? Psychology has the answer! Three Reasons Why We Buy Those Crazy Steam Bundles over on Gamasutra.

        I finished Slum Online, and one particularly interesting thing to me is that everyone in the book considers their online characters a persona they assume solely for going online. It’s not “I threw a low kick and chained into a dash-throw,” it’s “Tetsuo threw a low kick and chained into a dash-throw.” They see their concerns as solely those relating to outside of the game, and their character’s goals are their own. Tetsuo the street brawler (main “character”) wants to be the strongest fighter there is, whether recognition comes with it or not, and Hashimoto the ninja wants to investigate the mystery of Ganker Jack. Etsuro, the protagonist, wants to spend more time with his charming classmate and attends classes he hates just to be with her. Hashimoto’s player, by contrast, is a complete shut-in who won’t even respond to his mother. Hashimoto’s player plays the wise ninja as a way to escape his life, but doesn’t believe he’ll gain anything from Hashimoto’s growth as a character.

        Hashimoto tells Tetsuo that “their characters are not them, they are enhancements of their personalities… while they may become friends online, there is no guarantee they would be friends IRL.” Hashimoto’s player doesn’t want to connect his useful online persona to his “useless” identity as a social shut-in. In the end, though, he’s wrong: his player, Jun, used to be friends with Etsuro. They reconnect outside of the game after working together to solve a mystery, and Jun looks like he’s going to develop a healthier life outside of the game. By adopting the persona of Hashimoto online, Jun did grow as a person and re-established an important connection with a friend he had given up on.

        All of this just reminds me of the approach Persona 3 and Persona 4 take to this theory. There, a person’s persona is a deeper of themselves that creates (or evolves because of) conflict in their life. By misunderstanding or completely missing their true feelings or desires, problems arise for the characters you meet throughout each of the games. Your party members, who fight as you do with their personae, become stronger as you work together to help them understand themselves and solve their problems. The non-combat party members don’t consciously recognize this change in themselves, though your main character can tell and grows through their connection to all of the people they’ve helped. When your social links (the game’s representation of your relationships) get maxed out, that means they’ve come to terms with themselves and resolved the conflict in their lives. It may not be perfect, but after conquering their pivotal problem, nothing else can really hold them back.

        Which brings me to my whole connecting point with this: how our online personae and the relationships we make online teach us about ourselves, and how it helps as much to consider them as separate from ourselves as it does to simply be ourselves. First, words typed online have no less meaning than words spoken out loud. The difference is when instant messaging (or e-mails) is a way to avoid potentially awkward conversations, or it’s a message that takes guts to deliver. I prefer to have important personal conversations in person, because it’s more intimate that way and it proves a point to go out of your way to connect with someone and have the courage to speak your feelings out loud. Aside from that, there’s no less value in a relationship that communicates based on usernames rather than given names.

        I don’t think people make less personal connections online than they do in person. I couldn’t really say, either, if choosing the level of anonymity and being able to pick and choose what someone knows about you encourages close relationships. What I do know is that by acting like someone else, we can make friendships and form relationships online that we wouldn’t have the courage for, or otherwise be able to make, in person. Whether or not those relationships get closer, and move beyond the online personae, depends on the people adopting them. When we do choose to be someone else online, we do it for a reason, and developing relationships with others with that altered personality reveals things to us in much the same way the main character in Persona ¾ reveals the truth to the people he meets. Children learn things “they” couldn’t have learned otherwise by imitating others and playing roles, and doing the same online is a similar experience for an older child. Everyone and everything I’ve been online has contributed to who I am today, and it’s strange to imagine who I might be in an alternate world without the internet…

        I have a hard time justifying all of the effort that goes into a truly complete role-playing experience, because I’m just not creative enough on a regular basis to become someone else entirely. When playing games, though, I do fall into the usual psychological trap: I consider one of the characters to be “me.” I’ll raise “my” agility, or train “my” skill with daggers, and then if I control a party, the others take secondary importance to my “main” character. They usually get to be their own characters, perhaps less developed than “my” character, but they’re unique and serve whatever purpose they need to for the success of the party. It’s an opportunity to learn things about yourself when you role-play your characters, but generally I go for role-playing lite and converse and make story decisions based on my own beliefs and values.

        When it comes to the usual fantasy/sci-fi RPG, it’s a bit hard to “be yourself.” But this is where the recent Persona games come into play. They’re set in a modern setting, and when someone has a problem, it’s a run-of-the-mill problem normal people might have. I played through both Persona 3 and Persona 4 playing the main character as myself, and acting how I would act in that situation, even if it didn’t get me the best in-game results. Oddly enough, Persona 4 in particular showed me things I had no way of experiencing previously: Naoto’s struggle with her gender identity and Kanji’s struggle with his sexuality have been surprisingly useful to me. By considering myself the main character, I got to test myself in situations I’d rather not screw up in. Of course, a live human being is almost guaranteed to react differently than a scripted character in a video game, but it’s the experience that matters. A lot of people panic when they run into a situation they’re completely unfamiliar with, or feel uncomfortable, and at least thinking about what I might do in a situation like that left me well prepared for the future.

        Bonus thought: “Like magnets: opposites attract. People are the same. Everyone has their flaws, their quirks. Rub them together, you get friction. It’s the places where they’re different that locks them together.” You ever meet someone and just click? Maybe it happens right away, maybe it happens when you aren’t looking over the course of a few months, but I like that as an explanation for it. Comes from Slum Online like all the other quotes here.

        It’s not so much about opposites attracting as it is about why some people stick together and others don’t. It’s like velcro, or anything else that works using interlocking pieces - similar pieces rub together and only create friction, while different pieces lock together and form an intense bond. You don’t need similar interests or personalities to get along with someone or make a relationship work - you just need something to lock together and make that connection.

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