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Since an AI would ostensibly follow all those rules as consistently as possible, it would rigidly adhere to that hierarchy at all times, even when it might seem counterproductive.“You look at something like a social credit system, for example,” says Cecil.
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In particular, Cecil describes how an AI might view the ideal human society by referring to Maslow’s hierarchy of needs, a famous triangle-shaped construct in sociology that attempts to explain how the fundamental needs of human beings build off each other. While “Beneath” dealt with the rampant sentience and breakdown of a “Neuromancer”-esque AI called LINC that haunted an entire city, Cecil and Gibbons say that its follow-up will deal with more pressing questions of social control and privacy under the watchful eye of the supposedly-benevolent, omniscient artificial-intelligence that Foster installed at the conclusion of the first game.
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Despite the duo’s stated goal of producing a work that stands apart from its well-known predecessor, “Beyond” stars the returning protagonist of the original game, a small-time engineer named Robert Foster. While Cecil isn’t comfortable talking more specific than that just yet, he says that the team’s goal is to embody the spirit of the adventure games that put them on the map, such as their lengthy “Broken Sword” series, emphasizing that the non-violent nature of the genre has allowed the studio to garner a diverse fanbase broader than that of more traditional action games. Gibbons takes great pains to note that the studio has developed an entirely new tool to facilitate a comic-book aesthetic while still taking advantage of this newfound depth and technology.
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