@@OliverLugg 38:42 has to be my favorite moment of the whole video. While in my personal life it is very far from my political ideology, I am a full blown capitalist when it comes to FTL playthroughs.
@@helohel5915 Not a personal critisism, but it's interesting to me that you say "The game is just too difficult to be moral". You seem to be saying that overcoming the difficulty of (winning) the game is the 'right' or most worthwhile choice; yet you see that as being at odds with the utilitarian argument that destroying the Rebel flagship (winning the game, saving the galaxy, etc) is the the most moral choice. Is it that your enjoyment and satisfaction of the game, as the player, trumps the in-game consequences of your actions? Because that type of Ethical Egoism (as briefly described in the video) is itself a form of morality.
@@JB-fp3fb Well, I was playing hard mode with stealth A. It's not like I agree with what I was doing, not that I ever thought about what I was doing, simply because of something he brought up in the video - it's still a game, you aren't punished by being evil
My favorite Trolley Problem meme is: You are far away. The only way to pull the lever is to use the teleportation machine. If you do it, will it be _you_ pulling the lever?
Even if you run and reach the lever in time, will the you pulling the lever be the same one that saw the lever from far away? It is a strange and at first absurd question, but ponder it legimately.
FTL really puts the "You only have the ethics you can afford" thing in the spotlight; moreso on higher difficulties. Most people will jump through all kinds of hoops to avoid engaging with that idea directly.
Ethics is for sheltered people with no skin in the game. When its your crew on the line, the only ethics is doing whatever gets you more scraps. The more scraps you get, the more morally correct you are.
@@jimster1111I suppose, though Rimworld's punishments for awful things (maybe until ideology) were harsh enough to make those kinds of things un-optimal. Then again if it's between starving or cannibalism...
True, but there also isn't any consequence for holding people for ransom or taking a pirate bribe if they offer you a Halberd Beam. It's also a bit harder than it needs to be for a philosophy lesson considering that you are supposed to be a federation but are always on the back foot. If they toned it down a bit so you can make those "good choices" without also resigning to a lost; I think it would've been more obvious. Instead it's just a series of small puzzles with no consequences
@@jimster1111 one time i was doing a multiplayer game and we just repelled a raid, nothing too challenging. we had decent guns by that point: SMG's, ARs and Chekov's semi-auto shotgun. if i remember right they might've been pure melee, maybe one gunman in the mix, overall it wasn't a fair fight i selected the retreating bandits as usual to check their skills, weigh up their worth before they got out of kidnapping reach and i saw that one of them was 15, still a kid. brought out to this doomed raid because his faction demanded it, because he had to do his part to survive. i instantly told my friend, "he's just a kid!" and advised him not to shoot and he just went "nah" and gave him the 12-gauge ending. two shots and he was worm food thinking on it, it's funny that i was bothered by that death even though i was ready to essentially kidnap him for our own gain if his stats were promising enough. he belonged to a faction, one we'd have to weaken his dedication to until he accepted us as his new carers and peers. i'd rather still be bothered by that obviously, to maintain some idea that i'm a good person and a video game can somehow reinforce that, but i think it also speaks a little to our humour and my dislike for killing video game civvies extends to sparing them and any potential jokes that could come from their deaths all that being said, i am a "pull the lever" guy. maybe throw a 15 year old on the other track and then i'd struggle (also i can't bring myself to download the war crimes mod, which i know is obviously a joke. it feels weirdly cruel even if it isn't real. like i'd have to derive some joy from imagining it (as is rimworld's design) and i can't get in on the joke)
TAS stands for Tool Assisted Speedrun. In general they aren't just "a computer doing a speedrun", but rather a person painstakingly crafting a playthrough that is as perfectly optimized as they are willing to make it through the use of save states, frame by frame inputs, analysis tools and their overall knowlege of the game.
Yeah, I was aware of that, although I definitely summarised it poorly. Still using a specific software tool to finesse the game, so I think my (admittedly tenuous) point still stands.
@@dannadx3840 not at all, at that point you could say that playing the game normally is "a computer playing the game" since it is handling your inputs.
@@ergwertgesrthehwehwejwe yep, you can feel my anger through the computer, the notion that some stranger across the world doesn't understand what a TAS is causes boiling, black vile to overflow my veins, my theeth shatter as I clench my jaws in righteous fury while delivering just retribution in the form of youtube comments, I am mad, and, I am, in fact, a "TAS speedrunner", I do so many TASes everyday that my computer begs for rest.
The definition of morality is getting more scrap. The more scrap you have, the more moral it is. Jokes aside, I would like to point out something about the Rebel-friendly colony event where you can steal their supplies. While it does not detract from your overall argument (the Great Eye knows there are plenty more situations like it in the game), one detail throws a wrench in this specific thought experiment: they are a _Rebel_ friendly colony. As in, the same Rebels who are bearing down upon you and will soon pop up into that very system with a giant fleet. If the Rebels care in any way, shape or form about the isolated colony that threw in their lot with them, logic dictates that they soon shouldn't have any supply issues. _One way or the other._
Actually, I believe that joke is more accurate than you think. The more scrap I have, the more I try to take the morally good options, because I can afford it. If not... well, a rebel-aligned civie transport is a small sacrifice to make to stop the rebels, no?
@@jojo-wx8kw Psychologically, the amount of wealth a person has isn't inversely correlated to how likely they are to be charitable. If it were inversely-related, then trickle-down economics would've worked for the last 40 years in the US, but they haven't. It's similar to the "two people get some money but each can get more if they backstab the other, but if they both backstab then neither of them gets money." Logically, no one would ever backstab because there's a massive amount of risk to doing so, but the draw of wealth and desire to have that at all costs leads people to trying to backstab.
According to this philosophy, gaining ownership of a junkyard is the most moral action. The more junkyards, the more gooder. The problem @RaelsGae is talking about is the Prisoner's Dilemma, for what it's worth.
eeeeh, problem is that I doubt the IRL military would care too much about making absolute certain civvies are being taken care of, even if it was a small war for oil. ....too close to home?
Hey, I appreciate the shoutout! Loved the video, "digging extremely deeply into silly games" is one of my favorite genres of UA-cam vid. Definitely subscribing.
I never considered the actual philosophical aspect of my choices in FTL. When I started playing FTL I was too young to understand the moral implications of my actions, I just knew 'slavery bad', 'spiders bad', 'pirates bad' and so went about my merry way, making certain all of the bad people were converted properly into refined gaming fuel. After a thousand hours I can safely say no event has slipped by unread and no dice roll uninternalized, every run becomes an exact science of ensuring every possible thing goes juuust right. But even still after all I've been through, buying slaves always gives me pause, and I never steal supplies from civilians (unless I press the button too fast but we don't talk about that)
"Hey, cap, there's this rebel ship doing a supply run an-" "Take the supplies." "Uh alright... Done. Can't help but feel a bit bad for the civilians, though..." "Oh."
I never bought a slave. I attack them, shoot out their O2 and prevent their escape by knocking out navigation and engines. They will surrender when getting low, giving you a free slave if you let them go. Then I take the slave and watch the slavers die of O2 deprivation or fires spreading throughout the ship, if they are unlucky enough :P
35:31 Quick solution: travel inside the sensors to trip them, retreat. Say to the approaching Klingons that you're on a rescue mission for a ship that drifted into the neutral zone, and ask for permission to carry out the mission. If the response is "no", offer them money/resources to tug the stranded ship out themselves. While they're at it, ask why they have not already blown up the stranded vessel if it's so deep into Klingon space, and why it's a "neutral" zone if only Klingon ships are allowed in.
the klingons were initially on board with helping you but ultimately decided to blow up the Kobyashi-maru exclusively out of spite for your smart-assery. cut the video feed _BEFORE_ mocking your enemy's compassion next time, cadet.
If I recall correctly, the Klingons entered it when they detected Federation ships violating its neutrality, and the Klingons are moving in on the Kobayashi Maru to destroy it
Ah yes, the smart decision: Flaunting and then aggressively restarting negotiations over a treaty that was tenuous at best. Please tell me you're like 14
@@jessh4016 *what the actual heck?* No, getting the attention of local patrols through the only available means of doing so then respectfully asking for the time to either carry out the mission or giving compensation if they do it for you and thus not further violating the treaty. The only aggression perceivable here would be the immediate opening of communications as the sensors get tripped. And ironically bringing up age would make you seem underaged yourself, since you seem to think it holds any relevant value.
27:56 "If you were a truly virtuous person you would dismiss them as soon as they step on board" Uhhmm... anyone who is "dismissed" obviously just goes floating out the airlock xD
I always assumed dismissal just meant they were dropped off at the nearest settled planet or station near the beacon. Or perhaps are placed in stasis in whatever hammerspace youre storing your dozens of missiles/drone parts/units of ftl fuel. This is why I never feel bad about destroying ships attempting "surrender" because they *could* come aboard as prisoners and let me scrap their ship; fundamentally the "surrender" is just a bribe by any other name.
I don’t just get emotionally attached to my crew members, I create personalities and subplots for them Like the Mantis tomboy Felicity, tough exterior, but actually has low self esteem and doesn’t like that she is the one usually going into fights because of her biology, she also has a massive crush on her childhood friend and ship engineer, Eric the human, who is of course completely oblivious Meanwhile we have J’ace the Zoltan, stoic and rarely speaks, but is basically the crew’s big brother, dispensing sage advice and wisdoms whenever they are needed But uh oh! I’ve picked up another Mantis crew member on the journey, and he is trying to seduce Felicity, and Eric doesn’t know why that bothers him so much
I think you'd love the game RimWorld. That's actually the core mechanic the entire game was built around, creating a dynamic story out of the randomly made characters
28:00 you state that moraly speaking dismissal of the newly aquired slave is the best option which sounds good on the surface. However, you may be intrigued to consider the sound effect that plays when you dismiss a crew member… the sound of an airlock opening into space. The dissmiss button just executes people.
I love how the ftl multiverse mod took a relatively undeveloped story and universe and EXPLODED it into several new species several factions within said species a bajillion unique characters of each species, ftl’s bulk of writing being made at the tail end of its development is felt really hard but it’s so fascinating that it left just enough of a base for the ftl multiverse team to take that base and make the rockmen so interesting I can essentially sit and read what is essentially an essay of the life of 1 rockman and his family and how he got banished from his home
One of the "solutions" to the trolley problem is to identify a more serious problem, namely, somebody SET UP the trolley problem intending to force someone to make a choice. Then, the solution is whatever gets you in a better position to stop the mad trolley scientist is the overriding concern. ;)
No matter what you do the people/person will die before you are able to stop the person who caused it. Therefore the morality of the original person is irrelevant.
@@RRW359 To the contrary, the morality of the person who creates the trolley dilemma is paramount, because it is their actions which endanger lives, and will endanger lives in the future. And presumably endanger more lives than are at stake in any one dilemma.
@@michaelsandy2869 Yes and after you deal with the trolley problem you can deal with that, but right now you have a choice to make and assigning blame isn't going to change the fact that you could have saved all those people and/or killed that person.
"They were surprised at the lack of ship management games." [paraphrased] I SO second this sentiment. I love Star Trek, I like the IDEA behind FTL, but there's so much about the game that makes me not enjoy it very much (the difficulty being only the first entry on my list), and the complete lack of ANYTHING similar to it is mind boggling... Where my captain-simulators at??
I've gotta say: the whole reason I clicked on this video was that great Thumbnail. The mantis piloting the trolley is so good and accurate to FTL it's just brilliant.
It would be cool if a morality mod existed that didn't have a single meter, but instead assigned actions different scores for different races. Then you might get all the crewmembers you got from slavers revolting, or every zoltan patrol being instantly hostile when they recognise you etc.
In the multiverse mod, you can gain notoriety within certain factions (including your own, I think) by attacking non-hostile ships of that faction which makes the guard at the faction's hostile to you. Also you can straight up murder civilians in some events.
"When facing the ultimate evil, all acts are justifiable" seems to be the core issue with FTL: that is, because the internal narrative places the rebel flagship as the ultimate evil (or the final boss), all actions end up becoming moral and justifiable within it. Overall it is still utterly brutal with the decisions when you're first playing, after a while all actions become justifiable in service of the final end goal. Not to mention, in a video game morals can often be set to the wayside, because people just want to see what will happen, or will just become murderous because there are no irl consequences - how often on a doomed run do you simply decide to go apeshit? This was a really, really great video overall though, thank you! It was a really interesting, and insightful watch!! The one change that I could potentially see, to make the game more difficult ethically speaking, would be to make the rebels less evil. Allow both sides to be understandable, to remove the rebels from being the ultimate evil, and suddenly a whole lot of things would become far more difficult to do. A bigger change would be to add the option of joining with the rebels, which would add endlessly more complex ethical questions - loyalty to your old friends vs your moral duty, which moral side do you agree with, what actions are justifiable when both sides might have an argument that someone could agree with and ethically justify?
Problem is, FTL isn't a story game. The story is just a background for the gameplay. And yes morally everything you do is justified, as you're on a mission to stop space nazis.
@@dr_birb Even if you were not. the survival of the human species is of paramount. we are lucky we didn't saw any other aliens yet, they would probably think the same. just go and see how many upper intelligent homonidae is there left ? no other, only us. We already did it, and will do it again. Its not about morality, its about survival. I don't care they are space nazis or whatever, they must die, so we survive. Because that's the game, and that's the objective, to win.
14:23, Now that’s my kind of reference! Good man yourself! (I referenced it under the Darkling Plain video and I’m happy that someone might have got it.)
Ftl was and is wonderful :) busy emptying an office right now, but in a few hours I will sit down, relax, drink some wine, and watch another oliver video. Very excited :) Love the modding for ftl too, although base game set up a lot of interesting ideas that I would lose a leg for to see implemented in a space rpg
34:40 I always play as peacefully as possible, while it does make the game harder it certainly isn't impossible. As long as you have enough scrap to buy cloaking when it comes up, and have enough DPS to get through the bosses shields, its not that hard to defeat it when you get there.
Yeah FTL is sorta similar to Frostpunk in that the moral quandaries disappear if you're just good enough at the game, it's easy to forgo a bit of scrap for the more moral option if you're already cruising through the game.
@@hedgehog3180 In a way, that becomes a moral principle in its own right. One's righteousness is limited by one's capabilities, so self-improvement is virtuous.
‘Dismissing’ a crewman in the depths of space with no other vehicle or livable area around is just ejecting them into space to die. A dismiss is an execution.
Related to your discussion of Jubert's game writing often involving themes of philosophy and identity: the FTL AE ship optimized for sending out crew members to board, fight and die on other ships, then be cloned back on yours, is called the 'Theseus'. Also, I'd like to point out Ma and Davis released AE for free, when they could have easily made millions off it (I haven't looked up sales figures, but considering Subset's a tiny indie company founded by them, we're probably talking about a big amount of millions going directly to their pockets). They repeated this with Into the Breach later.
The Multiverse mod has really carried on the tradition of philosophical engagement. Can't recommend it highly enough. As much of a dilemma as the giant alien spider sector or the Jerome protectorate are, nothing poses more questions than the cloner cannon (!)
The best thing in relation to this video is the notority system, while yes it doesn't have many use, if you do to much bad thing you will get consequences like friendly guard attacking you on seight or store refusing to trade, even if it is for "the greater good" If you general notority is to high even Tully and the federation at sector 8 will simply refuse to help even tho they are well aware of your mission
Great video! You inspired me to get all 4 Mortal Engines books and now I suppose to return to FTL once again! Keep making vids, cant wait for the into the breach video, also an amazing game!
Another part of FTL is that because it’s so zoomed out, it also leaves a lot up to the imagination, which makes it easier to fill in the gaps with your choice of moral philosophy. When a slave joins your crew, of course you free them, but when they ask what your mission is, they want to help you defeat the xenophobes and naturally join your crew willingly. You control their every action but that’s just an abstraction of giving orders and them carrying them out to the best of their ability, it’s just that you’re technically playing as not just the captain, but every member of the crew at once. Etc etc.
The efficacy of strategic bombing is actually pretty debated now. It was at the time as well. With that in mind I think the answer would be do nothing, because you're killing civilians either way for dubious benefit toward the push to the ultimate goal. I would argue inaction is a decision in itself so I think it's possible for someone working from a more deontological framework to pull the lever. It has to be established whether or not refusal to engage is an action in and of itself.
That's exactaly what I thought (at least with the School, bombing a factory can actually be useful in war). Whether I think the war justifies destroying the School or not, I wouldn't because all that will do is make the enemy more resolved to defeat you and will hurt the war effort in the long run.
The general conclusion from exploring the trolley problem in real life is that people consider taking definite action (pulling the lever) to be in a different category from refusing to act (not pulling the lever). So long as you aren't yet engaged in a situation, it's generally acceptable to invoke "somebody else's problem".
Just found your channel via my introduction to the game Diplomacy. Plus you have multipule videos on one of my favorite games ever. Cheers mate, looking forward to watching
Something interesting I discovered: surrenders are actually useful sometimes. You get more scrap from destroying a ship, but you still get some from surrenders, and you get more of everything else. If you're low on, say, fuel (a common experience for me) you can find yourself being 'merciful' simply out of necessity. And there are times when you just have so much scrap you've stopped caring about getting more, especially in later sectors. Sure, I'm not being nice because of morals in these situations, but then I noticed that by doing this I took less hull damage too. Usually ships surrender right before their weapons finish charging. Basically, 'accept our surrender or lose ~5 hull durability.' One last act of spite if you refuse? An accident of programming? Who could say. I certainly don't usually weigh the morals of surrender acceptance anymore, but I think reducing the calculation down to 'I need scrap, I accept no surrender' is a mistake. The equation is a LOT more complicated than that even if you've played enough for the morals to have faded from the picture.
Of course, the most efficient option is generally to kill the crew but not the ship (except for automated drones, which can cause problems, and the Rebel Flagship which has an evil autopilot) - that way you get more of pretty much everything than if you destroy the ship. Which is morally worse? Blowing up a ship (thereby killing everyone aboard) or murdering the crew individually?
@@rmsgrey They're all rebel scum. Any outcome that flays their skin off their flesh is morally superior to any outcome where they live. Besides, slaying the monsters personally means my crew gets to enjoy bathing in their blood. Or watching them burn and suffocate from afar.
that part about philosophy, with the fourth choice made me recoil in disgust but it also reminded me of my favorite quote ever : "Saint Petersburg in revolt gave us Vladimir Nabokov, Isaiah Berlin, and Ayn Rand. The first was a novelist, the second a philosopher. The third was neither but thought she was both." - Corey Robin
As of right now, I have 309 hours in FTL, and this video really sheds light on why FTL is such a good game. Not just the mechanics, but the story writing and ethical dilemmas posed in FTL are fascinating, and some I did not think about on an advanced level until I watched this video. Thank you for making this!
I love the editing and titles very well done Edit: and of course so is the whole video, I'm just very impressed (as always) with your visuals and editing. Overall always love your stuff!
5:07 ... Beverly... I couldnt help myself from hearing it, I just recently rewatched the next generation and yes, this scene stuck out in my mind over everything else. Love yall
I'm not a great fan of indie games, I dabble, but still like to be aware of what is out there, so I watched a few FTL videos. This video however has convinced me to give the game a try (next Steam sale). Also, fun and interesting philosophy video. I'm enjoying your channel man! Cheers.
1) the disclaimer is golden, but you cant tell me what to do, im using your videos in the education section of my resumes 2) the monte trolly problem... genius
Never really understood the Monty Hall problem myself. The existence of the dilemma means your original choice was already a 50/50. Making the choice again still changes nothing.
I've never played FTL, but I totally adored the story and ideas explored in The Swapper, Talos Principle and Subnautica when I played them. I never thought to look for a common thread between them - I had no idea who Tom Jubert was until this video! Thank you.
1. E, pull the lever as the trolley goes over the switch track, either jamming it or leaving who dies to chance 2. E, Tell the man my idea, push him if he shows no concern for the people on the track OR if he asks me to push him, otherwise let him be. 3. E, Ask for a bribe, THEN lie and tip off the police 4. N/A, I’m not flying a bomber plane because I don’t trust myself to operate a vehicle 5. N/A, I plan on none of these things 6. N/A, all these haircuts are bad
I think you might be interested in SMT: Nocturne, the ethics are very interesting and has a big message about needing nuance in descions, not just picking the options it gives you
I do appreciate the point towards the end that there are more than a small handful of choices, that there is room for more creative thinking about ethical dilemmas. For instance, in the trolley problem, I choose to flip the lever right as the trolley is crossing the switch, thereby derailing it, so that nobody dies.
for the whole video I wanted to say what you mentioned at the very end about the fact that you can always think outside the box ! I guess I'm not very patient lol, great video btw
10:39 due to the fact that they lose all skills when they died I assume that their Consciousness is not preserved and only basic knowledge like a language is "reprogrammed"
My main memory of this game was endlessly creating new games to get the right layout of system types to unlock the crystal ship, only to inevitably not get the event :')
Let's just say whenever I play FTL I'm constantly repeating the phrase "It's just a game" in my head to get over the fact that I'm doing hella warcrimes
me IRL when I do things I consider wrong, but they aren't technically illegal. governments are just a game. why isn't this illegal, that must be wrong, but I'm still exploiting the game mechanics to my advantage.
the way I separate myself from all the terrible stuff my captain orders, is by determining that the captain truly believes that the war against the rebels is just and the Galaxy is at stake, therefore justifiying to himself a completely utilitarian approach. Essentially, I roleplay as his character. Me, on the other hand, I am not convinced that we have a reliable narrator, and that an unrerormed Federation really is the best outcome for the Galaxy.
24:27 - not gonna lie: I had also forgotten what this was originally about, and was all down to finish this random philosophy rabbit hole video I’d somehow found myself watching; good catch, though!
I’ve only just started playing FTL, but I find the way the setting and the game mechanics affect moral choices ends up reinforcing a narrative, rather than detracting from it (whether this was the intended narrative is unclear, but that’s probably on purpose tbh). Hear me out: when you start the game, you are a small human-crewed Federation vessel fleeing an advancing army in a desperate retreat. How long would it take for the ideals you hold onto as a Federation species to fall by the wayside as you try to maybe not die so much this time? You might, as I did, start a run by trying to make choices that feel “morally right” according to whatever ethic is implied by calling an interstellar government a Federation; as time goes on, though, ideals of any kind matter less and less as the fabric of that interstellar government and the stability it provides erode with each system lost, and with each ouch deeper into hostile territory. So yeah, it may not be ethically consistent, but it’s fertile ground for narrative complexity supported by its game mechanics in a medium that tends to widely oversimplify morality anyway. TLDR; I feel like the de-emphasis on ethical decision-making supports the game’s storytelling in the long run. Super ready to be proven wrong after logging 200 hours in game tho!
It helps me personally that I consider "the best decision I can afford" to be the morally right one. Yeah, buying a slave might be bad, but it's better than losing the war and having a bajillion alien people become slaves to the rebels. Besides, if we live through this, they've earned their freedom. Buying a slave is very rarely the optimal play anyway.
31:05 The mod never says or implies that your actions are unethical (at least in this example). It just says that *your crew* will find them unethical. Which is actually the more realistic option. The same is true for the GTA stars, if you point a gun at someone or star ramming into people with your car then they'll send the police after you. This is something that will happen as a consequence of your actions. The only way for this to be a condemnation of those actions is if you or the devs believe that revolting is *always* moral (or at the very least that the crew is made of good people with good judgement) and that being chased by the police always means you did something immoral. The fact that you may get arrested in GTA V for walking around as Franklin in some areas doesn't mean that the devs think it's immoral to be black, it means that the devs think that racist cops exist. There's no morality score involved.
"Hey so does anyone remember faster than light"
Well, I played it today, so yeah.
Same lol played it 20 min ago
SAMMME
This and Isaac are the only games I’ve played consistently for nearly a decade each. Legends of their genre.
My Dude....I just played it this week to finally unlock the crystal cruiser on my new machine...
@@TrueGamer22887 💯% with you there
Ive played FTL for 100 hours and i never realized that whole morals part to be honest i just focused on how much money i could get
38:42
@@OliverLugg 38:42 has to be my favorite moment of the whole video. While in my personal life it is very far from my political ideology, I am a full blown capitalist when it comes to FTL playthroughs.
For me, it was always what provided the most benefit, whether it be money, crew or resources. The game is just too difficult to be moral in most cases
@@helohel5915 Not a personal critisism, but it's interesting to me that you say "The game is just too difficult to be moral". You seem to be saying that overcoming the difficulty of (winning) the game is the 'right' or most worthwhile choice; yet you see that as being at odds with the utilitarian argument that destroying the Rebel flagship (winning the game, saving the galaxy, etc) is the the most moral choice. Is it that your enjoyment and satisfaction of the game, as the player, trumps the in-game consequences of your actions? Because that type of Ethical Egoism (as briefly described in the video) is itself a form of morality.
@@JB-fp3fb Well, I was playing hard mode with stealth A. It's not like I agree with what I was doing, not that I ever thought about what I was doing, simply because of something he brought up in the video - it's still a game, you aren't punished by being evil
My favorite Trolley Problem meme is:
You are far away.
The only way to pull the lever is to use the teleportation machine.
If you do it, will it be _you_ pulling the lever?
Yet future me who pulls the lever is not me-now. What a strange universe.
You should check out the quantum wave-trolley problem
My favorite question to get from this is: Does it matter if it's you who pulls the lever, since you made the choice?
Even if you run and reach the lever in time, will the you pulling the lever be the same one that saw the lever from far away? It is a strange and at first absurd question, but ponder it legimately.
and even if you are the one pulling the lever, are you the same person AFTER pulling it?
FTL really puts the "You only have the ethics you can afford" thing in the spotlight; moreso on higher difficulties. Most people will jump through all kinds of hoops to avoid engaging with that idea directly.
Ethics is for sheltered people with no skin in the game. When its your crew on the line, the only ethics is doing whatever gets you more scraps. The more scraps you get, the more morally correct you are.
rimworld is the same way. except 90% of players give into the warcrimes
@@jimster1111I suppose, though Rimworld's punishments for awful things (maybe until ideology) were harsh enough to make those kinds of things un-optimal. Then again if it's between starving or cannibalism...
True, but there also isn't any consequence for holding people for ransom or taking a pirate bribe if they offer you a Halberd Beam.
It's also a bit harder than it needs to be for a philosophy lesson considering that you are supposed to be a federation but are always on the back foot.
If they toned it down a bit so you can make those "good choices" without also resigning to a lost; I think it would've been more obvious.
Instead it's just a series of small puzzles with no consequences
@@jimster1111 one time i was doing a multiplayer game and we just repelled a raid, nothing too challenging. we had decent guns by that point: SMG's, ARs and Chekov's semi-auto shotgun. if i remember right they might've been pure melee, maybe one gunman in the mix, overall it wasn't a fair fight
i selected the retreating bandits as usual to check their skills, weigh up their worth before they got out of kidnapping reach and i saw that one of them was 15, still a kid. brought out to this doomed raid because his faction demanded it, because he had to do his part to survive. i instantly told my friend, "he's just a kid!" and advised him not to shoot and he just went "nah" and gave him the 12-gauge ending. two shots and he was worm food
thinking on it, it's funny that i was bothered by that death even though i was ready to essentially kidnap him for our own gain if his stats were promising enough. he belonged to a faction, one we'd have to weaken his dedication to until he accepted us as his new carers and peers.
i'd rather still be bothered by that obviously, to maintain some idea that i'm a good person and a video game can somehow reinforce that, but i think it also speaks a little to our humour and my dislike for killing video game civvies extends to sparing them and any potential jokes that could come from their deaths
all that being said, i am a "pull the lever" guy. maybe throw a 15 year old on the other track and then i'd struggle
(also i can't bring myself to download the war crimes mod, which i know is obviously a joke. it feels weirdly cruel even if it isn't real. like i'd have to derive some joy from imagining it (as is rimworld's design) and i can't get in on the joke)
TAS stands for Tool Assisted Speedrun. In general they aren't just "a computer doing a speedrun", but rather a person painstakingly crafting a playthrough that is as perfectly optimized as they are willing to make it through the use of save states, frame by frame inputs, analysis tools and their overall knowlege of the game.
Yeah, I was aware of that, although I definitely summarised it poorly. Still using a specific software tool to finesse the game, so I think my (admittedly tenuous) point still stands.
So, pretty much computer doing the speedrun
@@dannadx3840 not at all, at that point you could say that playing the game normally is "a computer playing the game" since it is handling your inputs.
@@cerocero2817 You mad, TAS "speedrunner"?
@@ergwertgesrthehwehwejwe yep, you can feel my anger through the computer, the notion that some stranger across the world doesn't understand what a TAS is causes boiling, black vile to overflow my veins, my theeth shatter as I clench my jaws in righteous fury while delivering just retribution in the form of youtube comments, I am mad, and, I am, in fact, a "TAS speedrunner", I do so many TASes everyday that my computer begs for rest.
I've so many memories of losing crew to giant alien spiders. Am extremely hyped for this!
D is clearly the best haircut
As such I am now an ethical ego...ist? Egotist? Ah well, seems like the best approach for a Diplomacy player anyway :D
@@DiploStrats I suddenly feel like most of European history makes a lot more sense.
Fuck those spiders. All my homies hate giant alien enemy spiders
If you have a clone bay, you get your crew member back.
I've also seen other teal options such as:
Bio beam and boarding drone
20:07 As any Ace Combat player knows: if it gives you points, it's a legal target.
Ace Combat Zero says otherwise.
The definition of morality is getting more scrap. The more scrap you have, the more moral it is.
Jokes aside, I would like to point out something about the Rebel-friendly colony event where you can steal their supplies. While it does not detract from your overall argument (the Great Eye knows there are plenty more situations like it in the game), one detail throws a wrench in this specific thought experiment: they are a _Rebel_ friendly colony. As in, the same Rebels who are bearing down upon you and will soon pop up into that very system with a giant fleet. If the Rebels care in any way, shape or form about the isolated colony that threw in their lot with them, logic dictates that they soon shouldn't have any supply issues.
_One way or the other._
Actually, I believe that joke is more accurate than you think. The more scrap I have, the more I try to take the morally good options, because I can afford it. If not... well, a rebel-aligned civie transport is a small sacrifice to make to stop the rebels, no?
@@jojo-wx8kw
Psychologically, the amount of wealth a person has isn't inversely correlated to how likely they are to be charitable. If it were inversely-related, then trickle-down economics would've worked for the last 40 years in the US, but they haven't.
It's similar to the "two people get some money but each can get more if they backstab the other, but if they both backstab then neither of them gets money." Logically, no one would ever backstab because there's a massive amount of risk to doing so, but the draw of wealth and desire to have that at all costs leads people to trying to backstab.
According to this philosophy, gaining ownership of a junkyard is the most moral action. The more junkyards, the more gooder.
The problem @RaelsGae is talking about is the Prisoner's Dilemma, for what it's worth.
eeeeh, problem is that I doubt the IRL military would care too much about making absolute certain civvies are being taken care of, even if it was a small war for oil. ....too close to home?
Maybe they're not unwilling, but unable?
Hey, I appreciate the shoutout! Loved the video, "digging extremely deeply into silly games" is one of my favorite genres of UA-cam vid. Definitely subscribing.
Can't wait for more episodes!
I never considered the actual philosophical aspect of my choices in FTL. When I started playing FTL I was too young to understand the moral implications of my actions, I just knew 'slavery bad', 'spiders bad', 'pirates bad' and so went about my merry way, making certain all of the bad people were converted properly into refined gaming fuel. After a thousand hours I can safely say no event has slipped by unread and no dice roll uninternalized, every run becomes an exact science of ensuring every possible thing goes juuust right. But even still after all I've been through, buying slaves always gives me pause, and I never steal supplies from civilians (unless I press the button too fast but we don't talk about that)
"Hey, cap, there's this rebel ship doing a supply run an-"
"Take the supplies."
"Uh alright... Done. Can't help but feel a bit bad for the civilians, though..."
"Oh."
I never bought a slave. I attack them, shoot out their O2 and prevent their escape by knocking out navigation and engines. They will surrender when getting low, giving you a free slave if you let them go. Then I take the slave and watch the slavers die of O2 deprivation or fires spreading throughout the ship, if they are unlucky enough :P
aw damn accidentally stole supplies from innocents again. oopsies my bad :3
"A game is a box - you can think outside of it" was such a nice line
An FTL video? In 2021? Now that's something I thought I'd never see.
same here!
Modding community still going strong on it
@@Jack_Dab Yup, FTL Multiverse is my favorite mod and it's amazing.
Andrew Colunga’s animated series “FTL: The Kestrel Adventures” series is still going in 2021, even after 6 years.
Same.
35:31
Quick solution:
travel inside the sensors to trip them, retreat. Say to the approaching Klingons that you're on a rescue mission for a ship that drifted into the neutral zone, and ask for permission to carry out the mission. If the response is "no", offer them money/resources to tug the stranded ship out themselves.
While they're at it, ask why they have not already blown up the stranded vessel if it's so deep into Klingon space, and why it's a "neutral" zone if only Klingon ships are allowed in.
the klingons were initially on board with helping you but ultimately decided to blow up the Kobyashi-maru exclusively out of spite for your smart-assery. cut the video feed _BEFORE_ mocking your enemy's compassion next time, cadet.
If I recall correctly, the Klingons entered it when they detected Federation ships violating its neutrality, and the Klingons are moving in on the Kobayashi Maru to destroy it
You are dismissed from Starfleet for the crime of _making sense._
Ah yes, the smart decision: Flaunting and then aggressively restarting negotiations over a treaty that was tenuous at best. Please tell me you're like 14
@@jessh4016 *what the actual heck?*
No, getting the attention of local patrols through the only available means of doing so then respectfully asking for the time to either carry out the mission or giving compensation if they do it for you and thus not further violating the treaty. The only aggression perceivable here would be the immediate opening of communications as the sensors get tripped.
And ironically bringing up age would make you seem underaged yourself, since you seem to think it holds any relevant value.
27:56
"If you were a truly virtuous person you would dismiss them as soon as they step on board"
Uhhmm... anyone who is "dismissed" obviously just goes floating out the airlock xD
What if you were at a station or there was a perfectly intact ship they could fly away in?
I always assumed dismissal just meant they were dropped off at the nearest settled planet or station near the beacon. Or perhaps are placed in stasis in whatever hammerspace youre storing your dozens of missiles/drone parts/units of ftl fuel. This is why I never feel bad about destroying ships attempting "surrender" because they *could* come aboard as prisoners and let me scrap their ship; fundamentally the "surrender" is just a bribe by any other name.
I don’t just get emotionally attached to my crew members, I create personalities and subplots for them
Like the Mantis tomboy Felicity, tough exterior, but actually has low self esteem and doesn’t like that she is the one usually going into fights because of her biology, she also has a massive crush on her childhood friend and ship engineer, Eric the human, who is of course completely oblivious
Meanwhile we have J’ace the Zoltan, stoic and rarely speaks, but is basically the crew’s big brother, dispensing sage advice and wisdoms whenever they are needed
But uh oh! I’ve picked up another Mantis crew member on the journey, and he is trying to seduce Felicity, and Eric doesn’t know why that bothers him so much
And then everyone died, the end
I just refer to my Mantis crew as 'giant murder bugs', and treat them accordingly.
and then transfer student shows up with even bigger bonkhonagahoogs. humongous hungolomghononoloughongous
I think you'd love the game RimWorld. That's actually the core mechanic the entire game was built around, creating a dynamic story out of the randomly made characters
@@bestaround3323 boom, story
28:00 you state that moraly speaking dismissal of the newly aquired slave is the best option which sounds good on the surface. However, you may be intrigued to consider the sound effect that plays when you dismiss a crew member… the sound of an airlock opening into space. The dissmiss button just executes people.
I love how the ftl multiverse mod took a relatively undeveloped story and universe and EXPLODED it into several new species several factions within said species a bajillion unique characters of each species, ftl’s bulk of writing being made at the tail end of its development is felt really hard but it’s so fascinating that it left just enough of a base for the ftl multiverse team to take that base and make the rockmen so interesting I can essentially sit and read what is essentially an essay of the life of 1 rockman and his family and how he got banished from his home
One of the "solutions" to the trolley problem is to identify a more serious problem, namely, somebody SET UP the trolley problem intending to force someone to make a choice. Then, the solution is whatever gets you in a better position to stop the mad trolley scientist is the overriding concern. ;)
Which is to save the 5 people as 5 lives means 5 more resources
No matter what you do the people/person will die before you are able to stop the person who caused it. Therefore the morality of the original person is irrelevant.
@@RRW359 To the contrary, the morality of the person who creates the trolley dilemma is paramount, because it is their actions which endanger lives, and will endanger lives in the future. And presumably endanger more lives than are at stake in any one dilemma.
@@michaelsandy2869 Yes and after you deal with the trolley problem you can deal with that, but right now you have a choice to make and assigning blame isn't going to change the fact that you could have saved all those people and/or killed that person.
nice one =))
27:59
Waitwaitwait
The sound effect for "dismissing" a crew member is an airlock!
"They were surprised at the lack of ship management games." [paraphrased]
I SO second this sentiment. I love Star Trek, I like the IDEA behind FTL, but there's so much about the game that makes me not enjoy it very much (the difficulty being only the first entry on my list), and the complete lack of ANYTHING similar to it is mind boggling...
Where my captain-simulators at??
You might enjoy Space Haven although I think it is still early access in August of 2023.
I've gotta say: the whole reason I clicked on this video was that great Thumbnail. The mantis piloting the trolley is so good and accurate to FTL it's just brilliant.
"Hey so does anyone remember faster than light"
Dude, I still play it occasionally, of course I remember it!
It would be cool if a morality mod existed that didn't have a single meter, but instead assigned actions different scores for different races. Then you might get all the crewmembers you got from slavers revolting, or every zoltan patrol being instantly hostile when they recognise you etc.
In the multiverse mod, you can gain notoriety within certain factions (including your own, I think) by attacking non-hostile ships of that faction which makes the guard at the faction's hostile to you.
Also you can straight up murder civilians in some events.
FTL vanilla: oh dear me we will die
My FTL heavily modded run: oh dear me we will die, but hell, we will die in styl-
Substantially annoying that someone good at math can be this well written and funny.
I have traumatic memories of spending entire Saturdays playing FTL in my dressing gown in a dearth of executive dysfunction
"When facing the ultimate evil, all acts are justifiable" seems to be the core issue with FTL: that is, because the internal narrative places the rebel flagship as the ultimate evil (or the final boss), all actions end up becoming moral and justifiable within it. Overall it is still utterly brutal with the decisions when you're first playing, after a while all actions become justifiable in service of the final end goal.
Not to mention, in a video game morals can often be set to the wayside, because people just want to see what will happen, or will just become murderous because there are no irl consequences - how often on a doomed run do you simply decide to go apeshit?
This was a really, really great video overall though, thank you! It was a really interesting, and insightful watch!! The one change that I could potentially see, to make the game more difficult ethically speaking, would be to make the rebels less evil. Allow both sides to be understandable, to remove the rebels from being the ultimate evil, and suddenly a whole lot of things would become far more difficult to do.
A bigger change would be to add the option of joining with the rebels, which would add endlessly more complex ethical questions - loyalty to your old friends vs your moral duty, which moral side do you agree with, what actions are justifiable when both sides might have an argument that someone could agree with and ethically justify?
Problem is, FTL isn't a story game.
The story is just a background for the gameplay.
And yes morally everything you do is justified, as you're on a mission to stop space nazis.
I always used to played FTL with morals. After I got back into it I played faster and on a harder difficulty and no time for morals.
" how often on a doomed run do you simply decide to go apeshit? " yeah, just like brexit or something.
@@dr_birb Even if you were not. the survival of the human species is of paramount. we are lucky we didn't saw any other aliens yet, they would probably think the same.
just go and see how many upper intelligent homonidae is there left ? no other, only us. We already did it, and will do it again.
Its not about morality, its about survival.
I don't care they are space nazis or whatever, they must die, so we survive. Because that's the game, and that's the objective, to win.
This probably means I trend strongly towards objectivism, and less strongly to egoistic moralism.
"Hey, does anyone remember ftl?"
How could I forget it? Or into the breach?
14:23, Now that’s my kind of reference! Good man yourself! (I referenced it under the Darkling Plain video and I’m happy that someone might have got it.)
babe wake up new oliver lugg video essay
Ftl was and is wonderful :) busy emptying an office right now, but in a few hours I will sit down, relax, drink some wine, and watch another oliver video. Very excited :)
Love the modding for ftl too, although base game set up a lot of interesting ideas that I would lose a leg for to see implemented in a space rpg
If you havent tried it you should check out FTL Multiverse, great hard coded mod that makes captains edition look like a minor update!
Finding out a new UA-camr I love is from a place very near me is always cool
34:40 I always play as peacefully as possible, while it does make the game harder it certainly isn't impossible. As long as you have enough scrap to buy cloaking when it comes up, and have enough DPS to get through the bosses shields, its not that hard to defeat it when you get there.
Yeah FTL is sorta similar to Frostpunk in that the moral quandaries disappear if you're just good enough at the game, it's easy to forgo a bit of scrap for the more moral option if you're already cruising through the game.
Hard on Engi B: Bonjour
@@A-A-A-A-A-AI will personally commit planetary genocide just to get past that piece of shit
@@hedgehog3180 In a way, that becomes a moral principle in its own right. One's righteousness is limited by one's capabilities, so self-improvement is virtuous.
The "DEVS CONFIRMED UTILITARIANS?" sting is one of the best jokes I've heard in the last two months.
bro i was literally thinking about her when you faded her in with the egoism thing lol
‘Dismissing’ a crewman in the depths of space with no other vehicle or livable area around is just ejecting them into space to die. A dismiss is an execution.
2 years late, but a 45 minute essay on one of my favorite games of all time, thank you! ^^
Related to your discussion of Jubert's game writing often involving themes of philosophy and identity: the FTL AE ship optimized for sending out crew members to board, fight and die on other ships, then be cloned back on yours, is called the 'Theseus'.
Also, I'd like to point out Ma and Davis released AE for free, when they could have easily made millions off it (I haven't looked up sales figures, but considering Subset's a tiny indie company founded by them, we're probably talking about a big amount of millions going directly to their pockets). They repeated this with Into the Breach later.
The Multiverse mod has really carried on the tradition of philosophical engagement. Can't recommend it highly enough. As much of a dilemma as the giant alien spider sector or the Jerome protectorate are, nothing poses more questions than the cloner cannon (!)
The best thing in relation to this video is the notority system, while yes it doesn't have many use, if you do to much bad thing you will get consequences like friendly guard attacking you on seight or store refusing to trade, even if it is for "the greater good"
If you general notority is to high even Tully and the federation at sector 8 will simply refuse to help even tho they are well aware of your mission
Great video! You inspired me to get all 4 Mortal Engines books and now I suppose to return to FTL once again! Keep making vids, cant wait for the into the breach video, also an amazing game!
Another part of FTL is that because it’s so zoomed out, it also leaves a lot up to the imagination, which makes it easier to fill in the gaps with your choice of moral philosophy. When a slave joins your crew, of course you free them, but when they ask what your mission is, they want to help you defeat the xenophobes and naturally join your crew willingly. You control their every action but that’s just an abstraction of giving orders and them carrying them out to the best of their ability, it’s just that you’re technically playing as not just the captain, but every member of the crew at once. Etc etc.
The efficacy of strategic bombing is actually pretty debated now. It was at the time as well.
With that in mind I think the answer would be do nothing, because you're killing civilians either way for dubious benefit toward the push to the ultimate goal.
I would argue inaction is a decision in itself so I think it's possible for someone working from a more deontological framework to pull the lever. It has to be established whether or not refusal to engage is an action in and of itself.
That's exactaly what I thought (at least with the School, bombing a factory can actually be useful in war). Whether I think the war justifies destroying the School or not, I wouldn't because all that will do is make the enemy more resolved to defeat you and will hurt the war effort in the long run.
The general conclusion from exploring the trolley problem in real life is that people consider taking definite action (pulling the lever) to be in a different category from refusing to act (not pulling the lever).
So long as you aren't yet engaged in a situation, it's generally acceptable to invoke "somebody else's problem".
Just found your channel via my introduction to the game Diplomacy. Plus you have multipule videos on one of my favorite games ever. Cheers mate, looking forward to watching
A video essay analyzingng philosophy and video games? Inject that directly into my veins, please
"In Mass Effect you can load a save, in FTL you Kant" Man this guy's really harping on Emmanuel Kant
19:45 Wait? Where is Lie for a price?
Something interesting I discovered: surrenders are actually useful sometimes. You get more scrap from destroying a ship, but you still get some from surrenders, and you get more of everything else. If you're low on, say, fuel (a common experience for me) you can find yourself being 'merciful' simply out of necessity. And there are times when you just have so much scrap you've stopped caring about getting more, especially in later sectors. Sure, I'm not being nice because of morals in these situations, but then I noticed that by doing this I took less hull damage too. Usually ships surrender right before their weapons finish charging. Basically, 'accept our surrender or lose ~5 hull durability.' One last act of spite if you refuse? An accident of programming? Who could say.
I certainly don't usually weigh the morals of surrender acceptance anymore, but I think reducing the calculation down to 'I need scrap, I accept no surrender' is a mistake. The equation is a LOT more complicated than that even if you've played enough for the morals to have faded from the picture.
Of course, the most efficient option is generally to kill the crew but not the ship (except for automated drones, which can cause problems, and the Rebel Flagship which has an evil autopilot) - that way you get more of pretty much everything than if you destroy the ship.
Which is morally worse? Blowing up a ship (thereby killing everyone aboard) or murdering the crew individually?
@@rmsgrey
They're all rebel scum. Any outcome that flays their skin off their flesh is morally superior to any outcome where they live.
Besides, slaying the monsters personally means my crew gets to enjoy bathing in their blood. Or watching them burn and suffocate from afar.
that part about philosophy, with the fourth choice made me recoil in disgust
but it also reminded me of my favorite quote ever : "Saint Petersburg in revolt gave us Vladimir Nabokov, Isaiah Berlin, and Ayn Rand. The first was a novelist, the second a philosopher. The third was neither but thought she was both." - Corey Robin
As of right now, I have 309 hours in FTL, and this video really sheds light on why FTL is such a good game. Not just the mechanics, but the story writing and ethical dilemmas posed in FTL are fascinating, and some I did not think about on an advanced level until I watched this video. Thank you for making this!
you are surely the best channel under 20 thousand subs on all of youtube ! Keep up the good work!
Another wonderfully captivating video
33:42, A poem for FTL too?! You have some good references indeed.
I've only seen two of your videos, this and the 5d diplomacy video and both are absolute bangers, definitely subscribing
I love the editing and titles very well done
Edit: and of course so is the whole video, I'm just very impressed (as always) with your visuals and editing. Overall always love your stuff!
5:07
... Beverly...
I couldnt help myself from hearing it, I just recently rewatched the next generation and yes, this scene stuck out in my mind over everything else. Love yall
This is great ☺️ I just started replaying this the day before I saw it appear as a premier on here!
I'm not a great fan of indie games, I dabble, but still like to be aware of what is out there, so I watched a few FTL videos. This video however has convinced me to give the game a try (next Steam sale). Also, fun and interesting philosophy video. I'm enjoying your channel man! Cheers.
I can`t NOT subscribe after essay of This high quality. Incredible job
1) the disclaimer is golden, but you cant tell me what to do, im using your videos in the education section of my resumes
2) the monte trolly problem... genius
Never really understood the Monty Hall problem myself. The existence of the dilemma means your original choice was already a 50/50. Making the choice again still changes nothing.
This is the second video I have seen where you make a Q-base joke. Keep up the consistency, my man! 10/10 comedy.
This reminds me a lot of the game Frostpunk, which is all about how far you're willing to go to make sure that Humanity survives.
It's insane how catered to my interests this channel is
I've never played FTL, but I totally adored the story and ideas explored in The Swapper, Talos Principle and Subnautica when I played them. I never thought to look for a common thread between them - I had no idea who Tom Jubert was until this video! Thank you.
1. E, pull the lever as the trolley goes over the switch track, either jamming it or leaving who dies to chance
2. E, Tell the man my idea, push him if he shows no concern for the people on the track OR if he asks me to push him, otherwise let him be.
3. E, Ask for a bribe, THEN lie and tip off the police
4. N/A, I’m not flying a bomber plane because I don’t trust myself to operate a vehicle
5. N/A, I plan on none of these things
6. N/A, all these haircuts are bad
Very good! Thank you for making this, I really appreciated it
I think you might be interested in SMT: Nocturne, the ethics are very interesting and has a big message about needing nuance in descions, not just picking the options it gives you
The into the breach bit at the end, OH my god
Beat it twice with the 'always be a good boy' approach. Actual. Nightmare.
FTL will always be a fun game to go back to. That's the hallmark of great game design. I love it so much
Wow, this is like the dark souls of game design analysis viewed through contemporary philosophical ideoligy video essays.
Ah, I see you are a game journalist.
I do appreciate the point towards the end that there are more than a small handful of choices, that there is room for more creative thinking about ethical dilemmas. For instance, in the trolley problem, I choose to flip the lever right as the trolley is crossing the switch, thereby derailing it, so that nobody dies.
It's good to see them developing really responsibly the whole time! Setting a time limit, using placeholders, etc.
for the whole video I wanted to say what you mentioned at the very end about the fact that you can always think outside the box ! I guess I'm not very patient lol, great video btw
This is probably the best reminder I've gotten to play a game. Good video.
such a solid video!! so well done, hope your channel takes off :)
More like, FTL: Gambling Problems in Space.
10:39 due to the fact that they lose all skills when they died I assume that their Consciousness is not preserved and only basic knowledge like a language is "reprogrammed"
My main memory of this game was endlessly creating new games to get the right layout of system types to unlock the crystal ship, only to inevitably not get the event :')
This continues to be a simply excellent video, 10/10 mate
Where my multi-track drifting gang?
Your crew leaves in captain's edition if you go through with stealing / attacking neutral ships.
Oh shit you cover this in the video.
THE LUGG RETURNS
The hairstyle choice question is unethical in itself.
4 dead-old *man* styles? It lacks the answer E: none :P
Thanks for the great video, Oliver!:)
thank you for introducing me to on the kestrel, its so great
18:51 only correct answer for the trolley problem: pull one way, wait for the front wheels, then pull the other way !!!
I watch just enough astrophysics videos and random video game content that I honestly had no idea what to expect from this when I clicked on it.
Don’t forget the series FTL Kestrel Adventures. It’s a wonderful series.
And it even finally became a complete series four months ago.
I loved this, and I'm going to keep watching.
I've never had a "favourite" creator, but you won the title with the Kestrel nonsequator.
When the math nerd actually paid attention in language arts
Is that the Ghost of Ayn Rand at 23:20
Great job on this video! I really enjoyed it!
Sorry it took me a week to watch this amazing video 5D brain!
Let's just say whenever I play FTL I'm constantly repeating the phrase "It's just a game" in my head to get over the fact that I'm doing hella warcrimes
me IRL when I do things I consider wrong, but they aren't technically illegal. governments are just a game. why isn't this illegal, that must be wrong, but I'm still exploiting the game mechanics to my advantage.
the way I separate myself from all the terrible stuff my captain orders, is by determining that the captain truly believes that the war against the rebels is just and the Galaxy is at stake, therefore justifiying to himself a completely utilitarian approach. Essentially, I roleplay as his character.
Me, on the other hand, I am not convinced that we have a reliable narrator, and that an unrerormed Federation really is the best outcome for the Galaxy.
i demand a full version of the MilkyWay cat cover
24:27 - not gonna lie: I had also forgotten what this was originally about, and was all down to finish this random philosophy rabbit hole video I’d somehow found myself watching; good catch, though!
I’ve only just started playing FTL, but I find the way the setting and the game mechanics affect moral choices ends up reinforcing a narrative, rather than detracting from it (whether this was the intended narrative is unclear, but that’s probably on purpose tbh). Hear me out: when you start the game, you are a small human-crewed Federation vessel fleeing an advancing army in a desperate retreat. How long would it take for the ideals you hold onto as a Federation species to fall by the wayside as you try to maybe not die so much this time? You might, as I did, start a run by trying to make choices that feel “morally right” according to whatever ethic is implied by calling an interstellar government a Federation; as time goes on, though, ideals of any kind matter less and less as the fabric of that interstellar government and the stability it provides erode with each system lost, and with each ouch deeper into hostile territory. So yeah, it may not be ethically consistent, but it’s fertile ground for narrative complexity supported by its game mechanics in a medium that tends to widely oversimplify morality anyway.
TLDR; I feel like the de-emphasis on ethical decision-making supports the game’s storytelling in the long run. Super ready to be proven wrong after logging 200 hours in game tho!
It helps me personally that I consider "the best decision I can afford" to be the morally right one.
Yeah, buying a slave might be bad, but it's better than losing the war and having a bajillion alien people become slaves to the rebels. Besides, if we live through this, they've earned their freedom.
Buying a slave is very rarely the optimal play anyway.
On the Kestrel is absolutely amazing.
Wonderful video! That was very interesting to listen to!
31:05 The mod never says or implies that your actions are unethical (at least in this example). It just says that *your crew* will find them unethical. Which is actually the more realistic option. The same is true for the GTA stars, if you point a gun at someone or star ramming into people with your car then they'll send the police after you.
This is something that will happen as a consequence of your actions. The only way for this to be a condemnation of those actions is if you or the devs believe that revolting is *always* moral (or at the very least that the crew is made of good people with good judgement) and that being chased by the police always means you did something immoral.
The fact that you may get arrested in GTA V for walking around as Franklin in some areas doesn't mean that the devs think it's immoral to be black, it means that the devs think that racist cops exist. There's no morality score involved.