Video game character agency is the weirdest, most mind-breaking thing when you really start thinking about it.
Where back in the 80s and 90s, video game characters were 100% controllable; their goals being to save something or defeat something, once Bioshock's "Would You Kindly?" twist dropped, everything changed.
Suddenly the player was indirectly acknowledged, and motivations were the aim of the game. It all but broke GTA 4, where gameplay chaos clashed with cutscene characterisation.
Just look at The Last of Us. Is that Joel breaking free of US as the player to save Ellie, within his own game? Within his own world? We certainly lose control of him, but who's truly in control, in that scene?
All of this is to say, that it didn't take very long to realise that when piloting a floating camera around various game worlds, human curiosity dictates that many of us - read: Horny-Ass Teenagers - will voyeuristically see just how much they can get away with.
Not so fast though, as we're playing in a world of rules.
Developers have come to know our every move, and across gaming history, if you try robbing a video game character of their dignity... they're gonna fight back.