• shani66@ani.social
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    2 days ago

    I’d just like to point out; cyberpsychosis is a cover in world, a smokescreen, a convenient half truth. It’s just normal psychotic breaks that happens to everyone when they are subjected to the corporate hellscape. The reason it’s more obvious when a walking tank has their inevitable meltdown should be, well, obvious. There’s allusions to it in every piece of cyberpunk media, but the biggest sticking point is that mechanically the impacts do very little to your humanity themselves (it’s mostly the surgery and the damage can be fixed with therapy) and affirming implants don’t have any negative impact on humanity (iirc).

      • Fushuan [he/him]@lemm.ee
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        2 days ago

        It’s the premise, to capture them alive so they can undergo a revolutionary treatment aka therapy.

        Each and every one of the cases are cases where people had psychotic breaks that can be understood without all the techno magic.

        In fact, that’s more of an indication that all the cybernetics don’t really affect the brain more than whatever mental issues people that get implants would have. If mental issues can’t be fixed with a chip, it’s very cyberpunk-esque to discard the person ASAP.

      • shani66@ani.social
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        2 days ago

        What the other guy said. But also, while implants do have negative affects on your humanity on their own they are not that big of a deal. I specifically remember befriending a therapist on the last RED character i made because i could practically borg myself without using borgware (which would make it cost way less humanity) and stay sane as long as i spaced the process out and got help in between. It would have made me a bit of a cocky asshole, but it wouldn’t have sent me flying over the edge in their own. You can also lose humanity through bad experiences, like seeing kids die, so it’s clearly not (just) a cyber stat, it’s just mental health.

    • FilthyShrooms@lemmy.world
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      2 days ago

      The game really doesn’t cover it, but iirc the cyberpunk 2020 ttrpg has a mechanic for going into cyberpsychosis if you add too much chrome (also edgerunners too). I do like the notion that it exactly the same as normal psychosis, just with a walking Swiss army knife

      • shani66@ani.social
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        2 days ago

        the game does sorta cover it, at least RED does. Implants usually have a relatively small impact on your humanity by themselves (that’s the permanent humanity loss), the procedure of getting them and the purpose that fucks you up. Iirc medical grade and affirming implants do nothing to hurt your humanity either, it’s not the chrome it’s turning yourself into a tool that hurts. Humanity is also higher among people with a decent life (as in, loving family, supportive friends, etc) and can be lost through bad experiences, which implies it’s just a mental health thing.

        Edit: i might be thinking shadowrun on the medical implants, but shadowing isn’t trying to be philosophical about humanity so i doubt it’s that.

        • djsoren19@lemmy.blahaj.zone
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          2 days ago

          Shadowrun is very big on the split between the natural world and the technical world, IIRC even medically necessary implants still weaken a person’s connection to the natural world.

      • Fushuan [he/him]@lemm.ee
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        2 days ago

        I think that it’s more about the fact that the more chrome you add, the less human you are, and that should have a very heavy impact in your mental health, just like it has on people with several implanta nowadays.