Behaviourism as I was taught it in Sociology classes seems a bit different from how Wikipedia puts it. Notably, as I understand and will discuss the issue, people may as well not have thoughts and feelings. All you can judge them by, all you can understand them by, is their behaviour, their utterances, their frowns. The behaviour they exhibit.
Now, while this may sound par the course for those of us who walk around the world, we cannot assume, according to behaviourism that there is a construct such as the “Mind” at work here. We treat “frown” as is not happy, and perhaps even the desire to transmit that idea. We treat laughter as approval, but we do not look at people as if they are having a thought regarding something being funny. There’s nothing beyond the laughter, and perhaps connecting it to what had preceded it. There’s no black box that finds things funny, sad… and if there is, it’s locked to us (and this is how it differs from the definition given by Wikipedia).
Now I’m going to ask you people to forget the above discussion – not literally, but if you have objections to it, then they are most likely not relevant, as I was covering what lead me to the thoughts I’ve had, for the most part.
As I seem to have said so once before regarding emotional connection, to characters, characters in roleplaying games seem devoid of “minds”. All we get to see are their actions, hear what they say, and we get to make up whatever story regarding what goes on inside their minds, or we can even ignore the whole question; what you see is what you get.
I find this quite different from normal human interaction, where we seem to always be attempting to gauge what people are thinking through their reactions. It is the black box which we are attempting to piece.
I think games should have more moments to explore what characters feel and think, even if it were in the form of monologues like soap operas. The closest we’ve got is I think in inSpectres’ confessionals, though those are more akin to the 40-something confessionals or those in Survivor (reality show), and as such are just as suspect as anything else said by the character. I think it’d be interesting to explore, share, and have the game informed by what occurs inside the characters’ heads.
As for “Deep roleplaying”, or immersion, it solves very little, seeing as even if we were to treat those characters as people, we still are not privy to what they think. For something that seeks to emulate stories, this is quite a lacuna.