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dkirschner's Eliza (PC)
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[May 7, 2025 11:30:46 PM]
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Eliza is a commentary on Big Tech through the lens of a character, Evelyn, who created a “listening machine,” which became monetized as an AI therapist after she left the game’s tech company three years earlier. She has been rather aimless since leaving, and at the beginning of this game, takes a part-time job as a “proxy.” Proxies are people who mediate between Eliza (the AI therapist) and the clients. Proxies wear smart glasses, which run the Eliza program. Proxies are fed a script from Eliza to read to the client. As the client talks, Eliza analyzes the conversation and spits out prompts for the proxies to read, based on its algorithm. Proxies are only to read the script, never to deviate. The idea is that clients find speaking to an AI too impersonal, and so the proxy provides a façade of real human interaction such that the therapy can be successful.
I’ve been talking with people for weeks about this game because AI always comes up. And I run a Human Services program with a Social Work concentration; half my students want to become social workers or therapists. It’s highly relevant. At the same time, the game is dated. Why? Because this was made in 2019, pre-generative AI. Eliza is algorithmic. It’s scripted. It essentially selects from dialogue options based on how the conversation is going. If the game were made just three years later after ChatGPT dropped, I don’t think that Eliza would require proxies. Most people now cannot tell the difference between speaking to a generative AI chatbot or a human online. Although, even in Eliza, the need for a proxy is questionable. Imagine sitting in front of a person who you know is just reading Eliza’s script. You know you’re really talking to a computer, even if there is a person sitting in front of you saying the words. You would have to delude yourself into thinking that the person made the interaction much different. And, in the game, most of the clients make comments like, “I know you’re just a computer, but…” So, despite the proxy, they are aware that they are talking with Eliza, an AI. Perhaps that’s part of the critique. Tech products promise a lot, but often fail to live up to their promises, despite the people who make the products feel alive.
There are generative AI therapy chatbots today. Even the large commercial chatbots like ChatGPT can be used for this purpose. They are far more sophisticated than Eliza. I don’t think the main point of the game is the therapy chatbot, but the big tech ethics stuff. The chatbot is just an example to generate ethical questions. Do people need human interaction for effective therapy, or does just talking to something human-like help? Can AI chatbots do harm? Is it ethical to use a chatbot to monetize mental health services? What about the proxy: do they become alienated? What are the impacts on proxies when they cannot respond to the client, but must observe the client’s suffering and simply convey an algorithmic prompt? Do proxies have an ethical obligation to help if they can offer better advice than Eliza? What if such deviation from the script gets them fired? The game raises questions about surveillance and privacy (the tech company develops a new service where Eliza can provide more detailed evaluations if the client lets Eliza access their texts and emails), the effects of technology on emotions, the possibility of resistance to technological development, and so on.
The game was thought-provoking for me, not necessarily in its self-contained story, but because I was able to connect it to so much else. The game itself is not terribly captivating. But that may be the point. Evelyn is something of a blank canvas. She has a history, of course, and there are other static characters. But the player gets to decide how Evelyn thinks about the big tech company, about Eliza, about experimental technologies, about ownership and control, about privacy and surveillance, and ultimately about her own purpose and goals. In the end, I had her abandon the tech world and leave the city to go find her father (where I hope she will find some meaning in understanding her family and herself, if not develop a good relationship with them). As one of Evelyn’s last lines of monologue says, “There is no message, no point, no overarching story here.”
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dkirschner's Eliza (PC)
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Current Status: Finished playing
GameLog started on: Tuesday 29 April, 2025
GameLog closed on: Wednesday 7 May, 2025 |
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This is the only GameLog for Eliza. |
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