Ruminating further, I think I've narrowed down the region where the fallacious step occurs.
Suppose there are 100 simulacra, and suppose for each simulacrum you flip a coin biased 9:1 in favor of heads. You choose one of two actions for each simulacrum, depending on whether the coin shows heads or tails, but the two actions have equal net utility for the simulacra so there are no moral conundra. Now, even though the combination of 90 heads and 10 tails is the most common, the permutations comprising it are nonetheless vastly outnumbered by all the remaining permutations. Suppose that after flipping 100 biased coins, the actual result is 85 heads and 15 tails.
What is the subjective probability? The coin flips are independent events, so the subjective probability of each coin flip must be 9:1 favoring heads. The fact that only 85 simulacra actually experienced heads is completely irrelevant.
Subjective probability arises from knowledge, so in practice none of the simulacra experience a subjective probability after a single coin flip. If the coin flip is repeated multiple times for all simulacra, then as each simulacrum experiences more coin flips while iterating through its state function, it will gradually converge on the objective probability of 90%. The first coin flip merely biases the experience of each simulacrum, determining the direction from which each will converge on the limit.
That said, take what I say with a grain of salt, because I seriously doubt this can be extended from the classical realm to cover quantum simulacra and the Born rule.
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Why such a big gulf between your confidence for cinema and your confidence for video games?
The obvious answer would be "offline rendering".
Even if the non-interactivity of pre-rendered video weren't an issue, games as a category can't afford to pre-render more than the occasional cutscene here or there: a typical modern game is much longer than a typical modern movie -- typically by at least one order of magnitude, i.e. 15 to 20 hours of gameplay, and the storyline often branches as well. In terms of dollars grossed per hours rendered, games simply can't afford to keep up. Thus, the rise of real-time hardware 3D rendering in both PC gaming and console gaming.