Protests, Politics And Parties In MMORPGs
The Importance of writes "LawMeme's James Grimmelmann has written an interesting piece on protests, politics and parties in MMORPGs. In particular, he talks about the 'tax revolt' in Second Life."
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If I don't like how life is in a game, I'm free to leave at any time and start a new life elsewhere agreeing to the new rules of that society.
The naked riot of 1997 in Ultima Online:
From AlterNet:
History has shown gamers that online protest can result in positive change, as exemplified in Ultima Online's 1997 naked riot demanding bug fixes and server upgrades. Not only were some of the rioters' issues addressed by the game publisher following the incident, but the event was widely reported, and gamers worldwide have been inspired to acts of virtual civil disobedience ever since. Remember that your worst enemy, aside from integrated branding, is inaction. Electronic Arts clearly wants players of The Sims Online to be wildly imaginative, and has already recognized that the online world is unpredictable.
that in a game such as Second Life, that something of this nature would happen. It is a game, that is totally openended, which lends itself to the creation of a "government". Take Golding's Lord of the flies for example. A bunch of kids set up a "system of government." this government ultimately fails, but the premise is the same. A group of people, with a common interest get together, in this case their country is a digital domain. It really is an interesting study in anthropology, if you ask me.
Game Overdrive - Gaming News
He's definitely a talented designer also knowing the importance of a good mix of playerbase is essential to sustaining a in-game society. I can't vouch for any of the graphical MUDs he's been part of but I will always remember LegendMUD and late late nights doing quests, rescue parties, and infamous clan wars. (Knights and Grendels baby!)
...that's a complete load of crap.
Lord Of The Flies is a book that illustrates how easy it is for us to fall into anarchy without the presence of a society to keep us in check.
The book isn't about failing systems of government, it's about how, in the absence of any form of government, we quickly we fall back to a selfish "survival of the fittest" state with the strong preying on the weak.
The boys don't try to set up a system of government, they try to live by the rules that society has taught them. But, pretty soon, they realise that without society watching over them, those rules are easily disposed of - and weaker figures like Simon and Piggy suffer as a result.
Witness the near-deification of the conch, the hunting, the return to "normal" behaviour when rescue arrives, etc. This isn't a book about government or society, it's a book about a lack of government and the breakdown of society.
No book more clearly illustrates the mentality that turns ordinary people going about their daily business into a rioting, blood-thirsty mob than William Golding's masterpiece. When it comes to examining how easily we can descend into anarchy, LOTF is the bible.
"Accept that some days you are the pigeon, and some days you are the statue." - David Brent, Wernham Hogg
Meanwhile, US citizens are barely registering a whimper of protest at the draconian laws passed every day in the name of "patriotism" and "protecting the homeland".
It's pretty sad that people organize "protests" in a fucking -game- but won't stand up for their rights in real life. What is the matter with you people?
Please help metamoderate.
This game tax was supposed to fix runaway inflation by changing behavior by giving 'players an incentive to get rid of things they don't really want any more.' In the real world people are getting sick of taxation as social engineering. Taxation should be about funding the government.
Reminds me of a time in one game I play called Dragonrealms, where they changed how some aspect of experiance in the game worked, so all the healers in the game refused to heal any wounds. Between that and the general chaos it caused, the experiance system was changed back quickly. Sometimes a little in game riot goes quite far.
I do believe your logical chain above is rendered entirely worthless by this bad link: "As a result, being wealthy is less desirable" The rich do not got rich just so they can save society. They get rich so that they can ignore most of it.
The sad part about this is that it isn't a troll!! Republicans really believe in what they say. "Can you believe that damn government wants 50% of my paycheck? How am I going to buy that new Yacht now!?"
1/7 people doesn't have health care; 1/5 doesn't have auto insurance. Look at the big picture.
I can understand this point of view if you are part of that 1% who benefit from regressive taxation, but otherwise, I'd seriously go meet some inner-city working-poor people and tell them rich people deserve tax breaks. See what they say.
I can see why you posted as AC.
More than enough BS
Cancel your subscription. That's what I did with Star Wars Galaxies. The game clearly isn't ready for release.
Trolls dont like to be Flamebait, because they burn so well. Protect our Troll heritage!
>
> Its so freaking boring...the tutorial fine, but the game, you get to a world, and it consists of guys looking for raw materials so they can level up characters, so they can then look for different raw materials so they can level up characters...
> I'm only saying this because I think the mentality of people who play these games is not part of what most people consider "normal", and therefore, the current MMPORPG population is just a collection of weird geeks.
At least the premise of Second Life sounds half-interesting. ("There is no content. Here are tools. Build it yourself. Play it yourself.")
By comparison, Star Wars Galaxies is "There is no content. There are no tools. Pretend you're inventing content." (Don't level up, you evil powergamer! There's so little content, and there are no tools for players to create add-on missions, but that's why you're paying $15/month, so you can roleplay... you know, imagine the content and roleplay what you'd be doing if the content was there! :-)
I'm a weird geek. SWG fans make me look positively normal. Bah. Gimme NWN. Hell, gimme Bard's Tale and Wizardry. If I wanna roleplay social interaction, I'll roleplay a party of six on my old-school CRPG. And not one of those characters will know the word "pwn".
Several years back, the Lake Superior shard (UO game server) was having serious problems. So a bunch of folks who played on that server hopped over to the Atlantic shard to protest. For whatever reason, it was red dress instead of going naked: Screenshot 1 Screenshot 2, they put us in jail
Of course, naked protests aren't unheard of. I don't recall what this one was about, but we were a merry band of nude archers: Naked Posse
Frigax
"BSD: Free as in speech. Linux: Free as in beer. Windows 10: Free as in herpes." --Man On Pink Corner in #52607549.
When I tried to persuade a waring faction of savages to lay down their weapons and join me in peace, I quickly found myself splattered against a nearby wall by a stray rocket. Awakening in a nearby chamber (Damn cloning, I protested against that, too!) and proceeded to shout my pleas to pacify the barbarians shooting at each other. After several hours of this and quit, there's no use playing a roleplaying game with so little character interaction and virtually no economy.
Quake had to be the worst MUD I'd ever played!
Banaaaana!
If they are taxing just because things are so easy to get that they aren't fun any more then why not make them harder to get? Or make them wear out with use or time. Seriously, that is why consumer goods break so often.. because otherwise people wouldn't need to buy them very often.. so huge corporations wouldn't exist to supply people with new can openers on a regular basis. We could make these things last longer but we choose not to. So do the same with your game.
At what price learning? At what cost wisdom? The price is a man's peace of mind, and the cost is his life.
Perhaps the solution to the tax is to incorporate some form of manufacture, sales and profit. One would have to limit or provide cost to the manufacturing/labor to make this work. The primary problem with the inflation, it seems, in all these games is that the money supply is virtually limitless once you know how to get it. Instead, stop the money supply (for the most part) and rely on commerce to take over.
:)
In a game like Ultima or other combat based games, this might have to be revised but it seems like Second Life is more about life. So anyways, your stadium is taxed more but people come and visit it and you charge for it. This makes you a net profit.
Okay, I realize I may be missing some of the boat since I don't play MMORPGs but I think it would be vastly interesting to model these RPGs in a manner similar to real life. This would make it even more interesting if/when "twists" are thrown in as they might reflect interesting revelations about what might happen in real life. Or even "playing" with economics a little.
By the way, in the Ultima or combat style MMORPGs, you could still limit the money supply but one would need to realistically have the villages sacked every once in a while by a band of orcs, dragons or whatever. Then the good warriors have to go and get it back.
Finally, I've always had an interesting theory about economics. The old line is that nothing happens until something gets sold. Yet in many ways, government focuses on "taxing" things which of course reduces the amount of items sold. I propose an interesting experiment to be to reduce taxes for spending a certain portion of your income within a month. For example, let's say 50% of your income within a month. This means that the poor would likely be spending this amount anyways (and be subject to those savings) and the rich would be encouraged to spend more to help vitalize the economy. I'm sure I haven't thought this entirely through yet but I'd be interested in hearing some responses to this. I get this feeling, however, that the criticisms can be worked through.
By the way, this would have to be matched through some accounting system that matches bills to taxes and of course would require automation to make it viable. This may involve privacy concerns but, of course, you could opt out if you wanted to keep something private or come to some other solution.
At any rate, ideas like this could be interesting to test in a real economically based, paper-money limited, MMORPG.
Sunny
Be my Friend
greetings,
on the vein of opensource, have someone else try something like this:
1)A team of developers create, design and code the game, which is opensource. Lets call them The Founding Fathers
2)People who want to play, must pay a fee. This fee is to maintain the server, and pay the developers -as usual
3)After a period, comes election times. other developers step in, make their new propossal to the game and gammers vote.
4)So, this guys take the administration and improvement of the game on his hands, they rule the game and get paid for it trough the gammers fees.
5)GOTO 3... and you have a ever evolving game with democracy.
HOWEVER, you're close to the mark. What could happen is economic think tanks should start sponsoring MMORPGs. Set them up with an established social\economic structure, then let the characters run loose in the world to see how it fares "in reality." (I realize it's not REALLY reality, but it is far, far closer than has ever been remotely possible in economics before.)
Publicize the game, make sure people know before hand what sort of world is being set up. This should, in theory, attract those people who have an interest in that style of economics. There will always be choads, but the majority of people gaming should stick to the worlds with rules that best suit their idea of what a society should be.
Or, now that I think about it, even better - run several games using the same basic "world" simultaneously, but with the different structures. You're allowed to "immigrate" from one world to another (you realize Objectivism isn't for you after all and decide to give Communism a shot), but absolutely *not* to run multiple characters. This would be a permanent banning offense, since it would completely skew the study. (this would allow them to test not only which countries are most profitable, but which attract the most citizens)
It wouldn't be a perfect test, to be sure. The fact that it requires a fairly high level of computer knowledge would skew the results considerably from a strict statistical point of view. However, this is the first time in history that economists can actually *experiment*. We might actually be able to rip a lot of the dogmatic ideology away from economics, put the theories to *practical* test (without risking millions of real lives) and then have a huge slew of data to draw from in application to the real world.
And then, of course, if God had a sense of humor we'd discover that Marx was right all along. ;-)
Bush: He's Liberal in all the wrong ways.
Taxes are levied in Second life because of finite server resources(ALL content is server-side, the client download is a mere 11mb). A server can handle x amount of objects, and tax levels are calculated based on things like total available land, and other factors.
For example, i have an empty "sim" (one game world unit, in an interconnected grid of sims), and i first want to buy some land in that sim. I buy a 32x32m plot of land for x amount of money. Now, you get taxed for that land, since its a limited server resource. Now i want to build say a house. I "rez" in 4 cube primitives, shape them to form walls. Each item costs y money to bring in to the world, then has a tax for stying in the work for an extended period of time, based on a variety of factors. Basically anything that costs server ram and CPU cycles, you get taxed for. You would have to play the game to fully understand the results this actually has, but as the base of it.. is theres a finite amount of resources, and the rules keep them form being exploited.
Second life is a game where the players make their own content. Theres a scripting language and primitives based modeller. You can import textures and sounds, and create what you like. Dont want to create? no problem. Its a game you play as you like. Its a paradigm shift, and worth your time to take a look at if you want a truly new gaming experience.
"Stuff... In my home!? NEVER!" - Zim on Invader Zim
"I want the toilet seat!" - Little Dog on Two Stupid Dogs
Second Life?
Are the creators sure these people had a 'first' life?
[Chief Wiggum] Mod it down, boys! [/Chief Wiggum]
- I am made of meat.
LOTF is just well-dressed propaganda, teaching youngsters that without the guiding adult hand they inevitably descend into primitive violence. No coincidence it's such a favorite of teachers.
Life's real stories of youngsters abandoned shows something quite different. In the Polish ghettos, Nazi camps, streets of Rio and of Kinshasa... children form groups and look after each other.
The most flagrant examples of children acting violently are wars in which adults abduct children and train them as soldiers: Colombia, Sierra Leone, Uganda, Liberia, and many other cases... it's the adults doing the damage.
Children don't have holy water running through their veins, but they do not embody naked evil either. They just try to get along. LOTF is a caricature, based on the idea of "original sin", saying that we ar civilized only because society keeps us in check. Bullshit. Society is an expression of our human nature, and civilization is a natural consequence of our innate desire for an easy life and our built-in mechanisms for conflict avoidance.
Ceci n'est pas une signature
>Who pays employees? The consumer. Who is the consumer? Employees.
Without going into too much detail, let me sum it up for you:
It's a symbiosis. Without rich people, the poor have no chance. Without poor people, there are no rich people.
Perhaps you think that sucks but that's how it works*.
Personally, I think it's great. It's an encouragement for everyone to be all they can be.
>When is the last time you worked in a factory?
My dad worked in one, unionized of course.
>Very few of those working class people could be considered fat cats.
He has just retired comfortably without any debt a couple of months ago. He came to Canada penniless in 1976. He, and my mom, lived on charity for at least 2 years. I now live with him and my mother (in my case it only makes sense). We live on a 1/2 acre lot in a 3000 sq ft. home in Kitchener-Waterloo, Ontario. We've never won the lottery, we'd be lucky to have made more than $10,000 on investments.
You tell me. Not that I'm complaining all that much, of course I'm enjoying the benefits of that, but again, you tell me.
>Funny, I saw a lot of CEO's laying off workers so they could get hefty bonuses
Yes, they did during the dot bomb. Shortly after their companies tanked, which is why it was named the dot bomb (not because of jettisoning employees). Do you disagree with that?
>Do you think people can't work together without wealthy people telling them how to do it?
No. Communism isn't impossible to make work, it is simply unethical.
>Who built the homes? Working class people. Who builds cars? Working class people.
The question is still why? My dad worked in an auto factory. He didn't do it for fun. He wouldn't do it if it didn't pay. So why did he put bumpers on Mercedez, and frames on Jeep Cherokees?
Well, not because cheap people wanted cars, that's for sure!
>That other 80% of people aren't still going to need the essentials of life? Sure.
Again, that's communism. Rarely would you see a factory in a communist country make a luxury vehicle (except for corrupt fatcats). Normally you'd see Ladas. In fact, Ladas were made in a communist country!
So, we can spend our life surfing the internet on a 14.4k dial up connection, or we can let the rich enjoy a 100 mbps circuit, and be happy that a lot of "regulars" are able to afford and enjoy a "luxury" of 3 mbits DSL.
As compared to cars, the rich get driven around in limos. You get to drive a Toyota Corolla with Air Conditioning. Which still beats the HELL out of driving a Lada.
Life isn't about meeting essentials. It's about enjoyment.
* - That's if you want to enjoy non-essential things, like your current internet service!
If you could be told what you can see or read, then it follows that you could be told what to say or think - BoC
I tried out "A Tale In The Desert" and it has a free 24 hours of playing trial with no credit card required.
I highly recommend the game.
smeat"Let's not bicker about who killed who." Monty Python
I remember back about 6 to 7 months ago a protest by the players occurred in DAoC (Dark Age of Camelot).
The complaints were regarding a particular faction (hibernia to those who know the game). Players encouraged other players in the same faction to join a particular server for a protest regarding the issues.
The problem being, the Hibernia realm was the last developed realm and this does show rather well when compared against others.
Class balance issues, some monster/mobile issues and general complaints were all held. Interestingly enough it did get some attention, but I believe most of the answers weren't exactly concrete.
None the less, a protest is a protest, and it is worth mention.
"You should always go to other people's funerals; otherwise, they won't come to yours." -- Yogi Berra
I played DAOC excessively for a little more than a year. In that time, several players on my server died for one reason or another. It hurt to discover that someone you encountered in virtual battle, possibly many times, had cast his last spell or ganked his last noob and assumed room temperature.
If the dead has any virtual friends a memorial will get organized. These get announced on various forums and in-game. In the case of DAOC, at almost no other time will you stand among the enemy without being in battle. At these times, however, possibly hundreds of players gather and have good thoughts about the departed. Honor prevails and people behave.
So lets not get too worked up about a little virtual disobedience. There is a lot more than that going on inside MMORPGs. Ironically, one can imagine that the virtual turnout for the dearly departed will nearly always outstrip the real life version by an order of magnitude. Figure that out and you might have something interesting to get worked up about.
Maw! Fire up the karma burner!
"Remember, the article starts off talking about the rampant inflation inherent in MMOGs"
Which is, of course, utter bollocks. The problem, if there is one, is rampant _deflation_ of prices: items that would have cost 2000 whatsits when they first appeared cost 20 whatsits today because they're so common. It's only the brand-new and very rare items that cost a lot.
"the rich have an easy time accumulating more wealth to compensate for inflation."
Why do you need to accumulate wealth when goods cost 1% of the price they sold for when they first appeared? A new "poor" player in Everquest can equip themselves with items for a thousand platinum that would have cost many tens of thousands when the game was young... and make that thousand platinum in a few hours of killing spiders.
Frankly, whenever I read an article complaining about "inflation" in MMORPGs I know from the start that the author doesn't know what they're talking about.
This certainly demonstrates one of the paradoxes of the MMORPG. On one hand, it has to be fun, and everybody has to be able to do everything in it. On the other hand, you somehow have to create the illusion of a living, working world.
And it is an illusion. To satisfy the first condition, the moment you have a built-in quest, the players are rendered powerless to change the world around that quest - a town in danger from a Dragon is always in danger from a Dragon, no matter how many times the Dragon is slain.
But, there are certain concerns that make running an MMORPG a very tricky balancing act:
1. The company must retain control over the game. This essentially renders democracy in an MMORPG impossible. The moment the players actually have a controlling interest in the game itself, the creator of the game is placed in the impossible situation of being responsible for what happens inside the game, but being to control it.
(This is the reason, for example, that when you create a character in any MMORPG, the company running the MMORPG owns the character. If you own the character, you can make demands on the company that are unreasonable in the greater scheme of things, the company HAS to give in [as the character is your property], and since the company owns the game, they are liable for anything you do.)
2. For the game to survive, the players must form a viable community. This means that the game must be fun, but also encourage people to contribute to the world in ways other than slaughtering monsters (such as creating items in UO and EverQuest). In the end, it is the people that the regular players come back for, not the game itself.
3. The game must be balanced, both in design and community. And that is the hardest of the lot, considering the first two factors. Too much inflation and the majority of the players are driven away. Have a closed system, such as the real world, and all of the resources get eaten up by the first players in the game, leaving everybody else in a state of poverty (which happened in the early days of UO). The tax system in Second Life is an interesting solution, and possibly the best I've heard so far (as just pushing new and better stuff into the economy creates inflation).
The big issue is whether democracy can end up existing in an MMORPG. Quite frankly, I don't think it can. It is one thing to petition a developer for a change, which is what the protest basically amounts to, but quite another for the players to dictate to the developers what can and can't be done in the game. The moment you have the gamers in full control of the game, the game will start to die - there will just be too many voices fighting for control at once.
Robert B. Marks
Author, Demonsbane in Diablo Archive
You do not work for Nintendo. Please stop trying to pass yourself off as a Nintendo employee, troll.
Everyone else: Read this joker's comment history to see what I mean.