Posted 12 November 2003 - 10:43 AM
dfowler, I think your confusion as to "the pleasure principle' is simply one of complexity. The real question is not whether people only do things they find pleasurable, but why people do things? It's obvious that humans don't have a single, well integrated indicator for pleasure, which they follow above all else, otherwise our activities would quickly converge on things that best activated this, and we'd all be doing roughly equivalent things. This obviously is not true, with folk designing rocket engines for fun, whilst others play racketball.
True, people do converge a great deal on certain things, drugs, like alcohol and more complex things are near universal across culture. Sex remains popular, even when stripped of it's reproductive mission. Competitive sports exist nearly across culture, with some qualified exceptions. A good question is whether this has something to say about us as people, or something to say about us as social groups. I tend to think it has more to say about us than our cultures, but that is a debatable point.
On the other hand, people voluntarily do some pretty bizarre activities, things that are far from human universal, things that can't fall even under a very complex 'pleasure motivation'. Things like light themselves on fire for a political statement, or starve themselves. Volunteering for charity even rarely hits any traditional human pleasure buttons. What about open-source programmers, donating their time? What an incomprehensible activity that is, when viewed throught the pleasure principle lens.
Humans are complexly motivated by a complex set of inbuilt factors, and learned factors. And the intersection of those two groups of motivations might be called pleasure, or goals, but it would be a mistake to project the characteristics of either word upon them entirely.
Micheal's point, i think, is that when people's desires can be expressed fully, their motivations will reflect either explicit goals, or aesthetic pleasures, which leave less room for sociopathic tendencies, as a rule. Unless, of course, you hold either as a design goal, which seems relatively unlikely enough to be a significant improval on the present system, statistically speaking.
I think that most sociopathic tendencies as a rule, can be characterized by conflicting or broken motivations. having a cleaner or more robust goal system will help eliminate these tendencies, even if it's not an explicit design goal. Of course, one would hope that it would be anyway.
Another point is that as we all gain in capability, the projected costs to actually victimize someone will also expontially grow, until beating someone up will be a major undertaking, if it's possible at all. So random acts of opportunity will seemingly slow.
but the asteroids don't care, and they'll keep on coming, so we'd best get on that, if we want a good garden to chill in.