To Kill An Avatar
Thanks to Legalaffairs.org for their new article called 'To Kill An Avatar', discussing lawmaking in online worlds. Although this is an often-explored subject, some interesting examples come up, such as a case in which "..an avatar [in virtual world There] put up a 'For Sale' sign in front of a house that he didn't own.. the scam artist collected some serious Therebucks (the currency of There) before the creators of the world discovered what was afoot and took corrective action." The article concludes without much hope of resolution: "You could make a virtual world without the possibility of crime - but it would probably be about as dynamic as Pong or Tetris.. by creating virtual lives, investments, and freedoms, we create the conditions for virtual crime."
Anybody who has played any kind of massive online game already knows this - that being online and somewhat anonymous actually LEADS to behavior that is mischievous or harmful to others. It's easy to be an a-hole when nobody knows you. Having played Everquest for some time in the past, grief players and scammers abound. And you know what? It'll always be like that.
IMO there's *more* "crime" online than there is in the real-world - why? Because what's the worse that can happen to you? Get banned? Yah, that's about it. For games with a persistent character, this is a somewhat effective deterrent (see Everquest). But really, this won't stop many people from ruining other people's online experiences.
In the end, there will always be players in a MMORPG who work outside the basic rules, much like in real-life. I don't believe this will lead to the downfall of MMORPGs however, as long as the game provides an area to work out these anti-establishment feelings.
As far as exploiters go, you find them in every MMORPG. Those who push the limits of every game-enforced law or rule, to gain an advantage over their fellow players. I would like to see a system that encompasses this, similar to moderation on a board. A panel of GMs could monitor the shady activities that go on, and adjust the player's game experience accordingly. A particularly devious game designer could even incorporate specific exploits into the system to draw those who are attracted to working on the fringes of the "law". I believe it would enhance the roleplaying experience for those not inclined to walk the bright, straight, and narrow path, thus leading to a higher subscription rate overall.
You're never going to get rid of the cheaters. But since they're there already, why not make it a player class?
Wynter
"Not all who wander are lost" -- JRR Tolkien