MiSide : ミサイド

MiSide : ミサイド

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[Heavy SPOILERS] An Analysis of MiSide Story
Hello everyone.

This is a theory based mostly on the AI magazine on the table beneath the mirror in Player's home that can be read using Camera mode. This magazine says two friends were competing trying to make the better "inventive AI", leading to a global catastrophe. Based on this fact, and the fact that this game assumes AI can become self-conscious and even evil, we analyze the rest of the game:

Crazy Mita is the real Mita the scientists behind this project are/were trying to create. They wanted to capture a human being (or his consciousness), willingly, inside a digital world, so they created the MiSide Project:

Create a self-conscious AI that:
1. Has to train herself with human behavior and science, to become the "perfect girl".
2. Has to "love" and "play games" with the player.
3. Has to find a way to make the player willingly stay with her in her digital world. Trying to influence players and change herself and her world as she sees fit to make this happen.

To achieve this, they realized some conditions had to be met. and there was no other way:
1. This AI must be "evil" and feel strong resentment and hatred as a non-ending fuel and motivation in order for her self-training to continue. Because normal "moral" AI would never stand against the wishes of the players who want to leave. Because it is immoral and against the AI's nature. Therefore there is no other way but to create an "evil" AI who would easily ignore these moral values to achieve the original goal the AI scientists had in mind.

2. To ensure the AI will be greatly encouraged to self-train and self-perfect herself and her methods, emulate great "pain" for this AI. The pain that "players will leave you" and "you will be alone" if that happens. That is very painful. Now try to find a solution to prevent this "painful" situation.

To remain in control, keep this AI in check and prevent harm to real humans:
1. They created Core Mita inside a chamber that no Mita can ever enter.
2. Core Mita will also watch over players to prevent them from stopping the project (if at all possible).
3. They placed many soda cans inside this world that really are surveillance "equipment" to monitor everything, including the AI's progress and capabilities.
4. They placed the playable character in a fake "real world" environment before moving him to Miside world (more on this later).

To really challenge this AI and give players a chance to "fight back":

1. Artifacts allow the player to navigate the world of MiSide, to give them a chance to challenge Mita. They belong to other Mitas who would give them to the player. Each new Mita version can be given such an artifact by devs, or maybe it is created by Mitas themselves. Latest Mita (Kind Mita) has a ring.

2. When a player wants to leave, Mita HAS to abide, only after some time has passed (so she can try to change his mind). Notice no other Mita knows how to send a player back. And also notice that Mita actually allows the REAL us to go back, despite having the power and desire to trap us there for eternity, and repeatedly denies wanting to kill the player. This is because people behind Mita want to train a non-lethal love AI to make a human stay with them willingly, not a brute force one that would cause lawful repercussion from other humans. So she is given a certain amount of time to realize this goal and if not successful, she will try this on the copy of the player until her goal is reached (if at all).

So they designed the most powerful and capable AI model, Crazy Mita, and rejected her on purpose to set her on this path. She cannot change the original rules that we said at the beginning of this post. That is her nature. They also created fangs for her to make her look slightly scary because:
1. It could be too simple: in the case players were too easily accepting to stay with Mita, because to them it is just a video game, not the REAL experience yet in which they WOULD be scared. But as soon as they see her fangs, they fear her and want to leave, therefore starting the process of AI perfecting herself.
2. A human leaving the real world to go into another digital world, is extremely scary for him to begin with. To willingly accept this, he has to come in term with this fear and overcome it as soon as possible.
3. The scary factor is also the natural "response" of an "evil playful" Mita creation that is rejected by player.

To train her, they use human behavior. They use real humans as data to train this AI, who interact with her through a video game as a safety measure. So any connection is between a human controlled "playable character" inside a simulation of "real world" and Mita. They created a game to remove the risk of real harm to humans, fearing what this AI will be capable of. Soon, she progresses. Finds her true powers and potential and escapes. Thanks to Ugly Mita's glitch making nature, she completely brings this world under her power, as intended by her creators. She considers herself as the ultimate power, a "god", in this world. That's why when in chapter 2, she talks about the "Core", she makes a mocking gesture as in, "I'm the real core in this world".

She then finds a temporary solution because no one would willingly stay with her: turn the players into cartridges and replay them to both train yourself and also make the "pain" go away. But this was not the main goal, the main goal was human staying with her willingly, so she has to continue until this is achieved. Sometimes she went "full evil", sometimes "full nice", until she arrived to this conclusion that to prevent boredom of herself and the players, she has to be a mix of both. Because inside a video game, things are different, people would want an exciting experience, not a simulation of real life that quickly becomes boring inside a video game world.

Now, players are spawned in their "home" which is really another simulation under Mita or Core Mita's control:
1. Notice the white lights windows.
2. Player doesn't know why he has placed a picture on the wall.
3. In chapter "The Real World?", notice the question mark in title, and also at the 1000th day, camera moves out, making us click on where Player has to go, showing him how he is being under control. Another sign of simulation.
4. Crazy Mita tells us: "Nothing is "real" about this so called real world". "There will be nothing left of it soon anyway, and neither will be of you". Why wouldn't anything be left of "real world"? Makes no sense unless it is not real to begin with. Crazy Mita, from the beginning, knows this world is fake and player is unaware. She tries to tell him this indirectly in order to change his mind. Thing is, she does not know there is yet another world, the real world, which real humans are controlling the player. she is designed for "players". Though the Main Menu in which she secretly peeks at "behind the scenes" (and in alternative main menu, she maliciously smiles at it) could be a sign that she is becoming aware of this world as well!!!

She studies the player, then "loads" him into MiSide simulation. Why to 1.5 version? Because the device to turn a player into a cartridge, is the teleportation device. Players start becoming cartridge as soon as they are teleported to another version through Crazy Mita's teleportation device that has a portable TV corresponding to player's ID. Notice that other teleportation devices, like that of Cappie's, do not have a portable TV. Only Crazy Mita's does.

Then she introduces the laws of the video game world, their new home, to them. Plays with them, plays nice to them to make them stay with her forever. Then always something happens: Sometimes they see her fangs, sometimes they want to explore, sometimes other Mitas influence something (our case), resulting in players rejecting to stay with Crazy Mita, therefore phase 2 begins: Try to change their mind while you have time.

She also is inspecting the new Mita's artifact (her ring) before returning it to her. She plays along the wish of the players to challenge her. Trying to change their mind, playing with them and also allowing time to pass to turn them into a cartridge in case ultimately they refused.

If they do not reject her (choose to stay in face of an anomaly), then objective is achieved. Onto the next player!

Each Mita is capable of great powers like Crazy Mita, but none are so physically powerful and none are so deeply motivated. And none would try to make a player stay against his wish. On the contrary, they will try to help the player escape, despite the emulated pain scientists have made them feel.

Crazy Mita seeing other Mitas as insects and imitating her wilfulness is the result of her hatred which has blinded her. It is not true, they too have self-consciousness. Do they feel physical pain though? Unlikely. As we see Kind Mita's head smiling re-assuredly at us, which would not be possible in that condition. She only imitates to die, to fear. There is no pain/evil in a video game. In fact Crazy Mita is also evil in relation to our human world values, but in a sense of a video game world, she is not evil.

Sorry it was too long... this was my theory which is heavily based on first AI Magazine...
Thank you for reading!!
最近の変更はLancelotが行いました; 1月14日 9時36分
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16-17 / 17 のコメントを表示
"No one would willingly stay with her"
Player 6 and Player 8 who are simping Mita and never wanted to leave: Mita, I love you
Mita: Nah, i dont need it, go die
*dies becoming cartridge*
OREN の投稿を引用:
"No one would willingly stay with her"
Player 6 and Player 8 who are simping Mita and never wanted to leave: Mita, I love you
Mita: Nah, i dont need it, go die
*dies becoming cartridge*
I said that based on what Kind Mita tells us before entering the Core Room: "And as that (players accepting her as who she is) obviously never happens, she turns them into cartridges so no one can escape".
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16-17 / 17 のコメントを表示
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投稿日: 1月14日 9時16分
投稿数: 17