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Restart, Restore, or Continue Creating Democracy?

The Importance of writes "LawMeme's James Grimmelmann, whose work has previously been noted on Slashdot, has written a new piece about virtual life and death in MMORPGs, and what that means for online democracy. Any serious discussion of democracy online that features comments on "The Secret of Monkey Island" has got to be good."

154 comments

  1. 5000 new job by stonebeat.org · · Score: 2, Funny

    Plus gaming industry created 5000 new jobs last year. How more democratic can we get ;)

    1. Re:5000 new job by Anonymous Coward · · Score: 0

      I don't know about that being democratic but it's nicely capitalist I guess.

      Is that right? What does creating jobs fall under?

    2. Re:5000 new job by easychord · · Score: 1

      Socialist?

      Capitalism covers both hiring people to grow the company and sacking people to reduce costs.

    3. Re:5000 new job by Anonymous Coward · · Score: 0

      Well up with socialism then.

  2. The key to incumbency by kurosawdust · · Score: 5, Funny
    Up Up Down Down Left Right Left Right B A Select Start

    Re-elected baby!!

    1. Re:The key to incumbency by KilljoyAZ · · Score: 1

      Isn't that the secret code to the Diebold machines?

      --
      This .sig is currently on hiatus for retooling.
    2. Re:The key to incumbency by Anonymous Coward · · Score: 0

      i thought it was the blood code for mortal kombat

    3. Re:The key to incumbency by wampus · · Score: 1

      Nah... thats the key to a two player, infinite lived Konami game on the NES... the key to a Diebold machine is a titanium drill bit and some patience.

  3. Re:Get a life . . by DrFlex · · Score: 0


    Amen!
    I totally agree with this post!

  4. GROG!!! by ENOENT · · Score: 2, Funny

    Hi, I'm Guybrush Threepwood. I want to be a pirate.

    --
    That's "Mr. Soulless Automaton" to you, Bub.
    1. Re:GROG!!! by CausticWindow · · Score: 1

      Hehe..

      I don't think people here are aquainted with MI. Most of them seem to be into Quake 3 and stuff.

      --
      How small a thought it takes to fill a whole life
    2. Re:GROG!!! by Eu4ria · · Score: 1

      Did you say Peepwood ?

    3. Re:GROG!!! by Anonymous Coward · · Score: 0

      Heh, reminds me of Mancomb Seepwood complaining that Guybrush Threepwood has a stupid name. =P

    4. Re:GROG!!! by Anonymous Coward · · Score: 0

      It's Mancomb Seepgood.

    5. Re:GROG!!! by Captain+Nitpick · · Score: 1
      Hi, I'm Guybrush Threepwood. I want to be a pirate.

      How appropriate. You fight like a cow.

      --
      But then again, I could be wrong.
  5. the reason i respawn is needed by Anonymous Coward · · Score: 0, Offtopic

    respawn is needed because i dont want to wait forever waiting forever for players to take forever in completing the mission.

    i once played this game where there was no respawn.. so if i was killed in the first 5 minutes, i would have to wait almost 30 minutes to play again. i could have shit, showered, and shaved!

    respawn is needed because players dont want to wait for their turn again. waiting for other players is like waiting for paint to dry. i would rather play the game then wait for other players to complete their mission. respawn keeps the players playing and not waiting for the remaining players to complete or die off so they can play again. no one likes to wait.

    1. Re:the reason i respawn is needed by Lumpy · · Score: 1

      respawn is needed because i dont want to wait forever waiting forever for players to take forever in completing the mission.

      oh gawd no... that's what makes urban terror so great... the assnut that rushes in blazing away quake style get's waxed and the rest of the team can easily plan their ambush of the other team... nothing's better than watching a team mate down to one on one hunting each other... or the one really good player evading the team of 5 that walk around as a pack so they can be picked off easily...

      --
      Do not look at laser with remaining good eye.
    2. Re:the reason i respawn is needed by LineNoiz · · Score: 1

      And nothing is worse than waiting while the last player found himself a nice hidey-hole to sit in while goes off to take a crap...

      --
      "Quotation is a serviceable substitute for wit." --Oscar Wilde
    3. Re:the reason i respawn is needed by Anonymous Coward · · Score: 0

      thaty's the great part of UT... if someone notices that, the dead players can simply message the live players to tell them where the idiot is hiding.

      never causes problems though, as most Urban Terror servers are closed... I.E. weeds out the idiots.

      I guess that's the difference... games that are the most fun are not the how fast I can respawn and run into the room with a grenade or rockets launching randomly...

      the one thing that makes quake3 no fun at all online.

  6. Keeps me away from online by Dark+Paladin · · Score: 5, Insightful

    I don't mind playing a good LAN party game with people I know, but back when I was pretty good at Quake II, and started to try out MMRPG's like the "Ultima Online" beta, I realized that I just didn't enjoy playing the online games for one simple reason:

    Most of the people online acted like assholes.

    Too often, I'd log into a Quake/Quake II server, and get some punk calling me a MotherF---er because his team was losing at Capture the Flag. I got tired of Ultima Online when, during the beta, some jackass got in the way of the door and wouldn't let me walk out.

    Diablo? Town killed by someone who thought it was fun to use the cheats to kill people.

    On the whole, I tend to like the gamers I know in person and through my writings. But in online games, it seems that there are hordes of people who never learned to act above the age of 12, and need a good kick in the ass - or just never be allowed to play with anyone else online again.

    It's probably the #1 reason why Nintendo still hasn't moved into online gaming in a big way (so far, Sega's Phantasy Star Online is their only online experience) - they don't want Jimmy's parents complaining about how their child got ragged on as a "Pikachu-f---er" during Pokemon Online.

    The author's right - the penalities for "bad" behavior in an online format might work with some who have a community in the game, but for those who just want to be a dickhead, it's hard to do much other than ban them, since they have little emotionally wrapped up in the game.

    Eh - just my opinion, and I could be wrong.

    1. Re:Keeps me away from online by Tackhead · · Score: 1
      > they don't want Jimmy's parents complaining about how their child got ragged on as a "Pikachu-f---er" during Pokemon Online.

      Hey, that's a new one! I like it! Have you been playing Star Wars Galaxies too? :)

    2. Re:Keeps me away from online by Telastyn · · Score: 1

      Basically it comes down to consiquence and conscience. How will people act if they only thing to prevent action is their own consciences?

      The online world has shown the obvious; a good number will act without consideration of their fellows.

    3. Re:Keeps me away from online by WTFmonkey · · Score: 1

      Yup. Sometimes (not very often, nor for very long) I think I'd be better off if I were a hole all the time. But my conscience is too strong. How strong? If I'm having a bad night playing Enemy Territory and I frag a couple teammates in a row, I'll call a vote to kick myself. Let them decide. It's only actually passed once, but I feel a bit better about it when the vote fails than just saying, "Sorry!" Weird, huh?

    4. Re:Keeps me away from online by Davak · · Score: 1

      Great point... this is exactly what the article is alluding to.

      People act like assholes because they can. There is no punishment. If asshole action = death of your character, then the action would stop.

      The author is trying to express that this is why the gaming world loses its balance. If one were to call me a m*therfscker in real life, there are actions that I could take to keep it from happening again.

      However, this is not just in games... it's the internet as a whole! Nice, well-balanced people in the real world (tm) will do things in an email, forum, or IM that would normally be out of character for them. Why? Because they can!

      People will act differently online... because there are no consequences to their actions. Until it comes full circle, we will all have duel personalities... our real world one and our online one.

      I mean... come on... people don't call me davak in real life. :)

      Davak

    5. Re:Keeps me away from online by morcego · · Score: 1

      But in online games, it seems that there are hordes of people who never learned to act above the age of 12

      You do realize that there are hordes of people, on online games, that are in fact not about 12yo, right ?

      I do ocasionally play MMORPGs, expecially The Realm. Out of curiosity, I do ask for other players ages. With very rare exceptions, most are 16 or under.

      --
      morcego
    6. Re:Keeps me away from online by Anonymous Coward · · Score: 0

      What pisses me off and ruins my great game of ET is when I have the highest or second highest XP on the team, and obviously on accident I airspam my teammates, and take like 4 or 6 of them out, they all decide to complain. Then i get kicked because after X number of complaints it automatically does so.

    7. Re:Keeps me away from online by Anonymous Coward · · Score: 0

      well i guess you had to get that out quick because the nature of slashdot is that the first 100 posts or so are all thats ever read but it does show...

      "Most of the people online acted like assholes."
      there are assholes everywhere you cant just avoid them your whole life. maybe you should learn how to deal with them.

      "Too often, I'd log into a Quake/Quake II server, and get some punk calling me a MotherF---er"

      aww someone called you a name, it cant be not on the internet! maybe youve had AOL's content filters up to high... seriously if you cant deal with trash talk i really feel sorry for you. repeat after me sticks and stones...

      "I got tired of Ultima Online when, during the beta, some jackass got in the way of the door and wouldn't let me walk out."

      you certainly give up quite easily it seems at everything to do with others in an online world. I still play uo (playing since beta) and i would say there are alot of griefers in that game but no more than there are scam artists, telemarketers, spammers, thieves in the real world. whats the difference?
      you have taken no time to learn how to deal with it

      "in online games, it seems that there are hordes of people who never learned to act above the age of 12..."
      yes there called americans :). no but seriously i find that playing games you have to pay for (ie membership) discourages alot of the smallmindedness of players. I just started playing planetside and i dont think i have seen one person spamming or killing teammates or anything. of course the game has to have systems built in to discourage this type of behavior but that seperates the bad games from the good. another good game is bf1942 (desert combat baby!). there are frequently no admins online and ppl can teamkill and whatever. but what happens? people keep killing that person or the server automagically (set up rules filters) kicks them.

      "It's probably the #1 reason why Nintendo still hasn't moved into online gaming in a big way (so far"

      thats lack of foresight. i wont even play single player games anymore (except simcity). whats the point? if you cant compete against real humans then how can you know how good you are. of course maybe your one of those people who has lots of "personal goals" or some such and derives alot of pleasure from fulfilling them. i forsee a time in the future when there will be no such thing as an offline game. that will make me happy. i would love to build a city in simcity and then link it with other peoples cities and trade with them and such... that to me, is the height of gaming the experience. also companies make alot more charging subscriptions for things than they ever would just selling games. this is especially true when you look at pirated games. whats the point of pirating uo?

      "... they don't want Jimmy's parents complaining about how their child got ragged on as a "Pikachu-f---er" during Pokemon Online."

      becauase you know thats different than in the schoolyard. online its more abstract and alot less real than someone calling it to your face. im really surprised you cant filter words like fuck without having to edit them yourself. theres swearing everywhere. movies, pr0n, music, games... i guess we should just ban everything so are little darlings can grow up in a sheltered little world. wont someone please think of the children!!

    8. Re:Keeps me away from online by shaka999 · · Score: 1

      I agree except I really don't see a problem with having dual personalities as long as there is accountability.

      If your online persona was persistent and your reputation followed you, not only in game but between games, people would be much more civil.

      I know privacy advocates hate this kind of talk. Any discussion of putting in a trackable number/code in chip, for example, is scoffed at. While I realize how easy it would be to abuse such a system, there are many advantages.

      --
      One should not theorize before one has data. -Sherlock Holmes-
    9. Re:Keeps me away from online by Hecubas · · Score: 2, Interesting

      Right on.

      However, this is not just in games... it's the internet as a whole! Nice, well-balanced people in the real world (tm) will do things in an email, forum, or IM that would normally be out of character for them. Why? Because they can!

      People will act differently online... because there are no consequences to their actions. Until it comes full circle, we will all have duel personalities... our real world one and our online one.


      As an experienced Diablo II player, recently converted to Everquest, I can plainly see the difference in the consequences issue.

      In D2, online play is free, the games are fast paced, and while your character is the same, the game world is not persistent. Everquest, as you may know, is pay to play. When you log out, the game is still there. Furthermore, the game balance is such that Everquest basically requires you to form groups to advance your characters. Really advanced players are likely good leaders and can organize other players in long lasting guilds.

      Now for the critical point. The risk free environment in D2 is full of assholes. The game's design is such that you don't have to rely on anyone else to be good, thus eliminating the need to keep up your relationships with other players. You also can completely disrupt cooperative play, since any player can declare hostility and throw you into a player vs player situation. Everquest has it's own PvP areas, but basically it is a consensual thing, which to me seems like the better way to promote a sense community rather than allow random acts of digital violence.

      So yeah, I see the article's point about deterents and how it is up to the game designer. In this case, D2 is a strange wide open game, with very few penalties, which only serves the the death penalty to a few cheaters and hackers. Everquest, on the otherhand, seems to be an interesting balance geared at fostering online communities (i.e. guilds), yet is willing to lay down the law on hacking or cheating.

      --
      Hecubas
    10. Re:Keeps me away from online by StocDred · · Score: 0, Flamebait

      You're a complete jackass. Deal with that.

    11. Re:Keeps me away from online by N0decam · · Score: 1

      Interesting points.

      Microsoft is in a good position to wield a bigger stick than almost anyone else - they've proven that they can lock consoles out of the "Live" environment. Repeat offenders could theoretically be booted from the network, not just the game.

      I don't know if they're doing that (I don't have an XBox even) but they could, and perhaps that's why they've chosen that route, as opposed to Sony's route, which is to provide the hardware, and let the publishers come up with their own online strategy.

    12. Re:Keeps me away from online by H3lldr0p · · Score: 1

      The author's right - the penalities for "bad" behavior in an online format might work with some who have a community in the game, but for those who just want to be a dickhead, it's hard to do much other than ban them, since they have little emotionally wrapped up in the game.

      You might be right and you might be wrong. Ask yourself this: What causes similiar bad behavior in the real-world? Most of the time, I've seen it rooted in some desire to draw attention to themselves. Could not this also apply to those who are playing on line? Not that I'm suggesting that such behavior is like that all of the time, as there are those who simply refuse to behave in a civilized manner, but still, there is more that goes in with human interaction than can be translated into a gaming experience.

    13. Re:Keeps me away from online by Anonymous Coward · · Score: 0

      My personal view is "Don't hang out near the smoke" and "Don't walk in front of the machine gun." If I mow someone down because they ran in front of my MG42 while it was firing, to hell with 'em. If I throw smoke and they try to play hot potato with it, to hell with 'em. So you're right, that sucks. But if I accidentally torch or panzer someone in close quarters, then that's just me being stupid.

    14. Re:Keeps me away from online by GMFTatsujin · · Score: 1

      for those who just want to be a dickhead, it's hard to do much other than ban them, since they have little emotionally wrapped up in the game.

      Here's something I've been kicking around... instead of banning the player completly, take a tip from the Amish and just shun them for a time.

      Or rather -- create and impliment a mechanism by which players may forcably be shunned. I suggest something like this:

      The client keeps a list of the top 5-10 other characters that the offending interacts with. These will probably be his buddies in assholitude, or perhaps a character that the player targets for his assholish ways. When the player is offensive, the player becomes mute and dumb to those characters. Anything the player says cannot be heard by them. Any action the player takes has no effect on them.

      After a time, the shunning goes away. Here's another fun bit -- other players can set a threshold of interaction, a dial that says "after X many shuns, I will automatically ignore this player." Any action that the player takes will not be felt by those with the interaction threshold set low. Assholes turn into ghosts to people who don't want to deal with assholes.

      Remove the social interaction, and you remove the capicity to be an asshole. Everyone else gets to see what happens when you become an asshole -- you still exist but you can have no fun. You become a testimony to what happens when you turn against the society of the game: you lose bragging rights because you cannot brag.

      Just a thought.
      GMFTatsujin

    15. Re:Keeps me away from online by Ironica · · Score: 1

      I know privacy advocates hate this kind of talk. Any discussion of putting in a trackable number/code in chip, for example, is scoffed at. While I realize how easy it would be to abuse such a system, there are many advantages.

      While there are extremists in every realm, it seems that the most important thing privacy advocates have to say is that you should be able to decide who gets your information, and know exactly how they use it. It's one thing to know that you have a unique identity online, and you have to use that to sign up for a game. It's another if they're grabbing your MAC address without your knowledge and using it to correlate your online activities.

      So far, in SWG, it seems people are far more mature than in other MMOGs I've played. One reason might be because there's only one character permitted per server. Sure, people buy second accounts... but those who can afford to do that usually have been around long enough to realize that being a class one jerk carries only ephemeral satisfaction. In general, though, people know that it's at least a major hassle to change identities without losing all your stuff. Oh, and, it requires the cooperation of at least one other character... difficult to get if you've alienated everyone on your server.

      --
      Don't you wish your girlfriend was a geek like me?
    16. Re:Keeps me away from online by Shastao · · Score: 1

      v, 4, 5, and the resultant "Sorry!" or Esc, click on vote, players, hunt for your name, kick, and inconvinience everyone with a voting prompt.

      Which is less distracting from helping your team complete their objectives just because some clown got in your line of fire?

      It's almost a reflex for me to dismiss complaint against teammates who kill me (because it happens almost as much as the enemy team) because I know they probably didn't mean to; jackasses who sit at the spawn area with a flamethrower setting fire to their teammates as soon as spawn protect goes off notwithstanding.

    17. Re:Keeps me away from online by WTFmonkey · · Score: 1
      Inconvenienced by a voting prompt? It's just 2 more lines on an (admittedly already-cluttered) UI, and it requires the press of a button.

      But really the only time I'll do this is if I drop smoke on a group of people, or fire up my flamethrower in close quarters. I habitually dismiss as well, but in situations where I really fucked up and v-4-5 won't cut it, I think calling a vote on myself is more useful than stopping to type, "Sorry, guys, that smoke canister was supposed to go over that wall," or, "Whoops! I didn't mean to drop that mortar shell on our engineer who was planting the dynamite!"

      Then again, maybe I just need to practice...

    18. Re:Keeps me away from online by W2k · · Score: 1

      How would you keep the "shun" function from being abused, for example as a quick way to gain invulnerability against a certain player, or group of players?

      Consider this. Player A is fighting a monster. Monster dies and drops a valuable item. Player B teleports in and grabs both items. Player A is helpless to stop him because C has A set to "shun", so he can't hurt him or talk to him.

      The problem as I see it is that the "ghosts" who were shunned would still be able to interact with the game world. By using the "shun" function themselves, the "ghosts" could become like invulnerable poltergeists, wreaking even more havoc for the non-asshole players. No thanks.

      I think the best solution is to have age limits, pay-to-play accounts that only allow one character per account, and unique identifiers for each account so you can tell who someone is even if he kills his character and creates a new one. Add to this admins with the authority to cancel a person's account if foul play is suspected. Obviously, account cancellations should not lead to refunds and there would be a period of at least a month before a player whose account was cancelled would be allowed to re-register. This would hit the assholes where everyone hurts the most: the wallet. Ouch :)

      Just my 5 cents.

      --
      Quality, performance, value; you get only two, and you don't always get to pick.
    19. Re:Keeps me away from online by kfg · · Score: 1

      You'll find, if you examine the situation without cultural bias ( or at least a reaonsable facsimile of same ) that democracy exhibits a rather peculiar quality.

      To the extent that it is functional it approaches communism asymptotically.

      Why? Very simply because both systems rely heavily on the quality of the mass of people. Read the works of America's founding fathers and you will find they were painfully aware of this. They attempted a loose democracy. It didn't work very well and they had to reform as a Constitutional Republic.

      True democracy absolutely relies on the fact that the vast majority of the people are willing to vote for things that are in the greater good and do not merely benefit themselves. (Ah, I can hear the battalions of Objectivists forming up now and the shouts of "Let's Roll!" Stay back. I warn you. I have a box cutter and I'm not afraid to use it).

      What we see in actual democracies is the innate tendency to develop a welfare state. The poor, by definition ( poverty being a relative state, not an absolute), always outnumber the rich. The poor have the most votes and eventually realize they can simply "vote themselves wealth." It doesn't work, of course, and simply ends up impoverishing all, but at least then everyone is "equal" ( a communist ideal, not a democratic one)and so the masses can have warm and fuzzy feelings about everyone's poverty. Democracies can also do things like giving Jews positions of power and respect today, then stone them tomorrow. They are flighty creatures without some form of self control and they have no such control other than the control "of the people."

      Democracy requires a healthy dose of enlightened selfinterest to function at all (exactly as does communism)and the education and wisdom to accurately decide where that interest lies.

      In practice this means that democracy works best, in fact may only work, when the numbers of people are relatively small and can draw from a larger source of population from outside itself. This is exactly how America built itself. It in no way discribes America as she is now.

      It also requires a method of disposing of undesirables, those that do not favor the common good. Athens did this. It is the source of the word "Ostracise." Locking them up in prisons at public expense doesn't work, impoverishes all and builds internal dissent with no viable outlet other than destruction. Pat your dissidents on the head, buy them a new suit of clothes, give them a bus ticket out of town and wish them well.

      This was the great failure of the Soviet system. The forced retention of those that did not agree with the structure. Communism cannot work unless everyone is on the same train; and putting your dissidents in prison or in forced labor camps may put them seperate cars, but they're still on the same train.

      I myself come from the land of the town meeting. Perhaps the last bastion of true democracy in America. It worked. I liked it, but I note that it worked because it was small and existed inside a larger, and less democratic, structure that took care of a lot of the "messy bits" of government. Vermont towns had to do little to defend their own borders. People who liked the system were free to come in to it. People who didn't could stay where they were or were "invited" to leave town.

      And there was another town to go to.

      The inherent problem with this is the protection of borders. What prevents the malicious outsider from deciding you have it good and coming in and forcibly messing things up?

      Only a militia really. See the 16th century definition of militia. See the Federalist Papers. See the Bill of Rights. See the Second Article in particular.

      And what has history proven to be the best overall orginization for a military? Why, Oligarchic Communism! Proud of your military service? Support our boys "over there?" Well, that's pride and support of a communist oligarchy. The irony

    20. Re:Keeps me away from online by Anonymous Coward · · Score: 0

      But in online games, it seems that there are hordes of people who never learned to act above the age of 12

      Maybe that's because most of those hordes are 12 years old.

    21. Re:Keeps me away from online by BlueFashoo · · Score: 1

      How would you keep the "shun" function from being abused, for example as a quick way to gain invulnerability against a certain player, or group of players?

      Consider this. Player A is fighting a monster. Monster dies and drops a valuable item. Player B teleports in and grabs both items. Player A is helpless to stop him because C has A set to "shun", so he can't hurt him or talk to him.


      Restraining orders? Player X can't get within fifty distance units of player Y or somthing like that. Maybe have monster's tagged so that whoever is shunned by the killer can't acquire the items of that monster.

      --
      Nice Marmot
    22. Re:Keeps me away from online by theTerribleRobbo · · Score: 0

      However, this is not just in games... it's the internet as a whole! Nice, well-balanced people in the real world (tm) will do things in an email, forum, or IM that would normally be out of character for them.

      Welcome to 'Evil Twin' syndrome:

      "Sadly, though, we live in a world of Usenet Evil Twin syndrome, trolls, and simply immature types that haven't quite learned that it is possible to have a disagreement or criticism without making it a Holy War. And let's face it, human beings don't always agree or get along, even if they share a common interest."

      http://www.thetaken.org/apocarch/iss6/news/news/le cternfeedback.htm

    23. Re:Keeps me away from online by abmurray · · Score: 1

      Most of the people online acted like assholes.

      I couldn't agree more.

      That is the number one reason I very rarely play any games on-line any more. The sad thing is, I've had broadband since the summer of '01, but have maybe played on-line games three, maybe four times since getting it.

      So many people in on-line games were complete asses, and it wasn't just limited to PC games. It was just as bad on my Dreamcast, trying to play NFL2K1 or Phantasy Star.

      I love playing games, and I love playing multi-player games, but for the most part I stick to playing with people I already know.

      --
      a.b. murray

    24. Re:Keeps me away from online by Valar · · Score: 1

      yes there called americans :)
      They're. Secondly, I'd be willing to bet that you are american, like 90% of the america bashers of slashdot. I don't care either way, I think the whole thing is artificial, but I do know that it is irrelevant.

    25. Re:Keeps me away from online by theMightyE · · Score: 2, Interesting
      instead of banning the player completly, take a tip from the Amish and just shun them for a time

      At the risk of exposing my geekier gamer roots, Dark Age of Camelot already has something like this. You can type /ignore {playername} and then anything that person says, messages they send you, actions they take that would normally generate a message, etc., are blocked on your screen. It's like being able to hit the mute button on the village idiot. The nice thing is, the system isn't really abusable because it's the people who are being annoyed who chose who and when to do a little bit of personal shunning. The idiot in question usually runs around for a minute or two, then realizes that they aren't attracting attention anymore and goes away.

    26. Re:Keeps me away from online by sjames · · Score: 1

      The big problem privacy advocates have with unique ids CAN be satisfied, the question genetrally comes down to WILL tehy.

      As long as no database exists that can connect an ID number to a particular individual's other information, it's effective anonymety, somewhat like being seen on a crowded street, everyone sees you, nobody knows who you are other than 'the guy in the striped shirt'.

      A unique online ID in a game should be fine as long as it is not used in connection with logging on. That way, the login server (which has your subscription info) never knows your ID number, and the game server itself (which knows your ID number) never has your subscription info. As long as the company can be trusted to make sure those two bits of information never come together, it's fine.

      The problem is that companies these days are rarely worthy of that level of trust, and even those who will put it in writing weasel out of it by reserving the right to unilaterally change the agreement.

    27. Re:Keeps me away from online by Saeger · · Score: 1
      "democracies" are really only going to prove long term viable if an unopposable outside force imposes strict rules of behaviour.

      We've got more options online than off, so it's not a given that the best solution for maximizing democracy/freedom/happiness/order would be the same fear/respect of rule of law from some all-powerful (yet somehow benevolent) government.

      There's still hope for other kinds of self-organizing government to emerge online (as long as there's pseudo-accountability for actions). But at the base of it all is evolutionary psychchology, and it would take genetic modifications to amply your average humans' intelligence to appreciate the common good, and to get rid of baggage like the background urge to be a violent, sex-crazed, all-powerful, alpha-male asshole (since that still serves our genes).

      And who would that be, children? ... Welcome to the real world, Sparky. Online. ... There, was that so hard?

      Eh. Can you try to be a little more condescending next time, Brain? Thanks.

      --

      --
      Power to the Peaceful
    28. Re:Keeps me away from online by kfg · · Score: 1

      Ah, but I didn't say anything about fear and respect. I said unopposable. I neither fear nor respect the second law of thermodynamics. Online we have the advantage of being able to diddle with "natural law."

      As you say, we have more options.

      But again, as you note, one of those options is not changing the base nature of human behaviour. That has to be taken as a given.

      Eh. Can you try to be a little more condescending next time, Brain? Thanks.

      No. I'm afraid that's pretty much my limit.

      KFG

  7. Re:Get a life . . by MikeXpop · · Score: 2, Funny

    I for one welcome our new democratic police state.

    --
    Etiquette is etiquette. He kills his mother but he can't wear grey trousers.
  8. Re:Get a life . . by Anonymous Coward · · Score: 0

    FUD.

  9. Bah! by JMZero · · Score: 2, Insightful

    On every forum on games, music, sports, or anything not directly related to "our continued survival as a race", there'll be some idiot who chirps up some "this is a waste of time, think of the children!"

    Today, you're that idiot.

    There's plenty of places to out your insightless politic - games.slashdot.org isn't one of them.

    --
    Let's not stir that bag of worms...
    1. Re:Bah! by TedTschopp · · Score: 3, Insightful

      You know what... I'm going to agree with you here... What is life and culture? I would argue that it's the ability and the results of discussing things which are not required for the continued survival of the race.

      So, Thanks very much, I have a life, and part of it is an experment in virtual worlds and the political systems in them.

      --
      Fantasy remains a human right; we make in our measure and in our derivative mode... -- JRR Tolkien
    2. Re:BAH! by Demodian · · Score: 1

      Great... now they are "educated troglodytes", which means we have to pay them more...

    3. Re:Bah! by BiggerIsBetter · · Score: 1

      I have to disagree with this somewhat. I'd like to think games are all about fun, but much of online gaming has become more that that. It's become a community, and even an economy in some cases.

      Example:

      I (used to) do a little online drag racing, and the folks that run it treat it like a police state. No dissenting or complaints against the game are allowed on the forums. The published rules and conditions are not adheared to by the guys that run it. Cheating is widespread, but those who cheat and win also generally pay lots for "credits" in the game, so it's allowed by those with the funds to "justify" it.

      OK, so what? Well, here's a community where a large number are mislead, and power is abused to turn a profit and maintain control. If this "game" were run in a fair, open, and democartic manner, we wouldn't have these problems. This isn't a big game either with only around 300 players online before the servers choke, but imagine a larger scale game with the same problems. Obviously it's in the best interests of everyone NOT to run a game this way, but what if UT or someone "turned to the dark side" after seeing it could make some more coin? It's not a good scene when you think about kiddies playing, or gaming junkies having to find significantly more funds to keep playing, etc.

      So sure, it's just a game, but games can have very real real-world influences.

      --
      Forget thrust, drag, lift and weight. Airplanes fly because of money.
    4. Re:BAH! by Anonymous Coward · · Score: 0

      Nah, we only have to fire one of them. The other we fire and outsource to Indonesia, where troglodytes can be had for pennies on the dollar.

  10. Human psycology and online games by Anonymous Coward · · Score: 1, Interesting

    This is very similar to playing on-line poker with virtual money. What's the point of playing poker with virtual money you may ask? Bluffing no longer works, after all. What's the point of playing poker if you cannot bluff because everyone has infinite money? Surprisingly I found that most people DO place value in their online money - and treat it like real money. They want to accumulate as much online money as possible. Why? What's the point? I guess it's the never ending quest to be better than the next guy at something - even something as useless as an online game.

    1. Re:Human psycology and online games by LurkerXXX · · Score: 1

      Probably because some of them use it for training for playing real poker with real money. Either with their buddies or on a Vegas Trip. Blowing the virtual money wouldn't be very good practice, would it?

    2. Re:Human psycology and online games by Anonymous Coward · · Score: 0

      There is some element of truth to this - you can practise with virtual money to an extent. But there is no substitute for be afraid to lose real money. Poker is dramitically different when real money is involved. Bluffs dominate play, whereas in virtual money poker - bluffs seldom work. Prepare to lose a lot of money in Vegas if this is your only preparation. Keep in mind that we're ignoring facial/hand gesturing as well.

    3. Re:Human psycology and online games by reconn · · Score: 1

      Maybe in order to understand mankind, we have to look at the word itself. Mankind. Basically, it's made up of two words - 'mank' and 'ind.' What do these words mean? It's a mystery, and that's why so is mankind.

      (disclaimer: not mine. jack handey.)

      --
      Everything that was once directly lived has receded into a representation. -debord
    4. Re:Human psycology and online games by Anonymous Coward · · Score: 0

      Thanks for acreditting Mr. Handey - it's one of my favorite jokes of his.

  11. Gaming is one of my favorite past times... by greymond · · Score: 2, Interesting

    And I enjoy a good read about games, gaming, nerdy stuff in general. But that article was kind of meatless. Like a soup made of mostly water. I didn't see any profound concepts or ideas or even a point other than, "in games you can die and it's interesting that people can choose to kill or help others in games."

    The blurb on slashdot was MORE interesting than RingTFA - which why people not wasting 15min of their time reading the article will probably mod me down for flaimbate and overrated.

    1. Re:Gaming is one of my favorite past times... by Ironica · · Score: 1

      And I enjoy a good read about games, gaming, nerdy stuff in general. But that article was kind of meatless. Like a soup made of mostly water. I didn't see any profound concepts or ideas or even a point other than, "in games you can die and it's interesting that people can choose to kill or help others in games."

      Well, here's my take on it, then, since I seemed to get more out of it than you did:

      Social interaction in multi-player games is forced, by conventions established in single-player games, to have a very weak system of punishment for transgressions. This means that those who operate the game world have little power to prevent people from engaging in undesirable behavior, in cases where it is either imprudent or impossible to hard-code the behavior out. As a result, people seem to get along better in games where there is a stronger sense of community, because there is more of a feeling of having something to lose if your account is banned or if you piss off all your friends.

      Multi-player game developers can leverage this sense of community to forge game policies which are acceptable to the playerbase as a whole, by allowing and responding to democratized participation. Second Life is an example of this "democracy in action," where even those who didn't get their way seemed willing to carry on under the new rules simply because they played a part in the debate.

      Does it seem any more interesting now?

      --
      Don't you wish your girlfriend was a geek like me?
  12. Re:female tense? by Anonymous Coward · · Score: 0

    Becuase english lacks a gender neutral pronoun some authors randomly use his, her or some combination of the two. Some people prefer "they" to "his" or "her". "Tey" has also been proposed to replace his/her.

  13. Re:Help by Anonymous Coward · · Score: 0

    I... don't... know...

  14. Penalties by amplt1337 · · Score: 5, Insightful
    This is precisely what happened when I used to mud a lot -- the people who try to go on and act as spoilers are people who convince themselves that they're playing a one-player game, basically; they don't take part in the communities and [usually] view those communities with great disrespect. They convince themselves that the community ties, social ties, and personality ties (created with characters) are unreal, which is why they can feel ok describing the graphic rape of another player and laugh it off as "just a game." They don't have the investment and can't see it the way other players do.

    I think there's a larger point here too -- destructive forces usually come either from outside a community or from someone who has voluntarily withdrawn from that community. People within the friendship network cannot attack that network without attacking part of themselves, and are reluctant to do this. It's why real-world wars occur between groups that don't understand each other or have chosen to disassociate themselves from each other -- a necessary part of the process of "othering."

    And this, like online democracy, is important because people are the same people in different media -- they just have different levels of investment in the community.

    The online world provides us with a model for solving real social problems: don't increase the legal threat of punishment (for that depends on being caught) -- increase people's sense of belonging to a caring community, and threaten their feeling of status in that community if they violate its norms. That's the real way to solve real-life social problems.

    --
    Freedom isn't free; its price is the well-being of others.
    1. Re:Penalties by Dark+Lord+Seth · · Score: 4, Interesting
      This is precisely what happened when I used to mud a lot -- the people who try to go on and act as spoilers are people who convince themselves that they're playing a one-player game, basically; they don't take part in the communities and [usually] view those communities with great disrespect. They convince themselves that the community ties, social ties, and personality ties (created with characters) are unreal, which is why they can feel ok describing the graphic rape of another player and laugh it off as "just a game." They don't have the investment and can't see it the way other players do.

      Oddly enough, I'm one of those people you just decribed, though much more passive in a way. MUDding was a nice thing, I was convinced the internet was a place without power-hungry assholes and various assorted sycophants and MUDding taught me otherwise in the most cruel, devastating and memorable way. 3 years on a MUD has shown me that there simply are NO social or personality ties from mere in game stuff. It's more of a simple aristocracy with some sort of elite ruling class; the people who play the game longer then you, know more admins then you, who met eachother for real unlike you... These kind of people who play the players, not the game, are far worse then those bare few like me who differentiate themselves from emotional ties to net people.

      I've seen the most stupid relationships in MUDs form into real marriages, I've seen MUD disputes rage in real life and cause a divorce, I've seen relationships form, grow, wither and die on MUDs. I've seen betrayal over a silly net relationship, envy over in game objects, hatred because of a simple disagreement and bitterness over petty arguements. I ask you; who is off worse? They who take the internet way too seriously or those like me who simply don't care about net people?

    2. Re:Penalties by Anonymous Coward · · Score: 0

      How about treating people you meet the same regardless of meeting them in an online game or on the street.

      As you said I've seen friendships destroyed by MMO games. I've also seen friendships destroyed over things as simple as someone stealing a beer. By disassociating yourself from the people you meet online you are just destroying a very active social arena.

      Some of my closest friends where meet online. I've also noticed the people I meet online have a less shallow view of what our friendship intails. Of course that is related to the fact that when meeting people online they have no preconcived notions about you, since they can't see you. Afterall appearance and body language play a large part in face to face communication.

      However, I'm wondering off topic. To answer your question, people like you are worse off because the are losing the chance of meetting people who have the chance of becoming life long friends.

    3. Re:Penalties by August_zero · · Score: 1

      well its all a medium of communication. Some time not too long agom the phone was considered a high tech and novel though less than required piece of technology.

      People are people, and any medium in which they are capable of communicating with each other is going to bring out the best and worse in them. I know a guy that droped out of med School at the end of his forth year because EverQuest had become more important than finnishing an education that had taken him more than 8 years including undergrad. Some people have a sports team that they love. They watch every game, they shell out hundreds or thousands of dollars for tickets and travel expenses, they agonize with the teams losses and celebrate it's victories. Personally, I could never care so much about a sports team. I like Hockey, and while i love when my team does well, its not a "relationship" that i am willing to expend a lot of resources on. A fan of a team though could give and endless list of reasons as to why their obsession is justified. Maybe they watch the games with their famalies, maybe it maintains ties with friends, maybe its a great time out, whatever. The point is that we all have things that move us and inspire us to go to great lengths to partake in the activity.

      I can't really understand the people that tie their whole lives in a game either. i love games, but i love the act of the game more than any individual game. The only thing that will piss me off into a frenzy are people cheating or not playing fair. I could care less who wins, I just want it to be a good game. This may seem beyond understanding for some people, just as their habits are beyond me. Whats the big deal if we are trying to play Neverwinter nights and someone brings a character twice the level of anybody else, why should I care? Was i right to boot his ass out? Maybe maybe not it all depends on perspective.

      --
      On Wall Street they say "buy low, sell high" On the pad we say, "buy high, sell high" Isn't that somehow better?
  15. International relations in a borderless world by Samir+Gupta · · Score: 4, Interesting

    I've always wondered what it would be like in the world if barriers for people to interact with people from other parts of the world, whether geographical or language were removed. Would we actually have world peace if people weren't so "isolated" as they are in the real world? And I believe we may soon find out, via MMORPGs.

    One of the emerging trends that I see coming is the ability for international players to freely communicate and interact with each other, free of language barriers. Nintendo, SEGA, et al. have been working on this problem for quite some time now, and have even started to commercialize it. It's one of the emerging trends in MMORPG game design will create interesting interactions and facilitate global play to a greater extent than is now.

    Some early results can be seen in the GameCube/DreamCast title "Phantasy Star Online" where you can select from a menu of sentence patterns, subjects, objects, etc. We're trying to get it to the point where you can translate free text, without the awkward results that stuff like Babelfish, et al. yield, maybe augmented by a player-aided cache of words and phrases, with dynanmic improvement in translation accuracy using in-game human feedback and machine learning.

    I am really looking forward to the time where international players freely interact -- it will be an interesting sociology experiement to see how national and cultural means, norms and paradigms manifest themselves in a virtual world free of linguistic, political, and physical barriers.

    --
    -- Samir Gupta, Ph. D. Head, New Technology Research Group, Nintendo Co. Ltd., Kyoto, Japan.
    1. Re:International relations in a borderless world by u-235-sentinel · · Score: 1

      To answer your question usually what I've seen are comments while playing TFC/CS that trashes on a country. Usually something like "I hate playing on American servers" or something like that. It seems the attitude is VERY different on foreign servers.

      I don't play on servers outside the U.S. normally. Any ping over 200ms is just unacceptable to me. Hard to frag when you are lagging :-)

      Personally I wish people would calm down and just have fun. I've been in servers where people are just having a blast while on other's it degenerates to a shouting/cussing match. Thank goodness for the mute option!

      --
      Has Comcast disconnected your Internet account? Same here. You can read about it at http://comcastissue.blogspot.com
    2. Re:International relations in a borderless world by Urban+Garlic · · Score: 3, Insightful

      > I've always wondered what it would be like in the world if barriers for people to interact with people from other parts of the world, whether geographical or language were removed. Would we actually have world peace if people weren't so "isolated" as they are in the real world? And I believe we may soon find out, via MMORPGs.

      Unlikely -- the most important demographic feature of MMORPGers is not their ethnic or national origin, it's that they're self-selecting in their desire to participate in an online community. Observing the effects of cultural and linguistic differences in these fora is interesting, but it's a mistake to imagine that they are little models of the real multiethnic world, whose most important demographic feature is precisely the opposite -- nobody self-selects to be born in any particular place, and except for the wealthy, moving is hard, so geographic proximity does not select for willingness to participate.

      The point is that while MMORPGs remove some barriers to participation, they introduce others, most importantly the willingness to be involved. That makes them poor models of the real world.

      --
      2*3*3*3*3*11*251
    3. Re:International relations in a borderless world by scalis · · Score: 3, Interesting

      This was an interesting parent I must say.
      I have been running a NeverWinter server for quite some time and my experience is that people (in the Neverwinter community) both act and design their characters in different ways depending on where they live on the globe. Japanese players design their characters in brighter colors than americans or europeans and tend to focus more on modern style social barriers and bonds as opposed to the americans and europeans that focus more on chivalry and physical power/might.
      Asian players focus their plotting and consipiracy around honor and personal issues while americans and europenas focus more on power, greed and [acted] jealousy.
      I am NOT saying this is the way things really are, just that this is what I, filled with my own values and prejudice, have noticed. I'd love to hear from others what their experiences are when dealing with different people playing out characters of their own choice.

      Also, the surrounding settings and overall design of the game definitely affects how the players will relate to each other and act in the game. As a little note to my parent poster i'd like to say that I think this would definitely have a great impact on any social experiment and conclusions drawn from it...
      The idea to remove the language barrier would ofcourse be a welcome addition to the online gaming community as far as I am concerned and I wish you all the best in trying.

      --

      True ravers don't need drugs
    4. Re:International relations in a borderless world by The+Famous+Brett+Wat · · Score: 2, Funny
      I've always wondered what it would be like in the world if barriers for people to interact with people from other parts of the world, whether geographical or language were removed.

      "Meanwhile, the poor Babel fish, by effectively removing all barriers to communication between different races and cultures, has caused more and bloodier wars than anything else in the history of creation." -- Douglas Adams

      --
      proof, n. A demonstration that a conclusion is implied by certain premises and axioms.
  16. Re:real life&debt scenario vs. unprecedented e by Mod+Me+God · · Score: 1

    i have seen your other posts and like your style.

    --
    --

    FreeNET user? Comfortable with the adverse selection?
  17. Re:UNIX by Anonymous Coward · · Score: 0

    is dead

  18. Re:UNIX by Anonymous Coward · · Score: 0

    is this dead too?

  19. Re:female tense? by Anonymous Coward · · Score: 0, Flamebait

    It's because of the faggity-ass politically correct movement from the 90s that espoused the use of the feminie form for reference to individuals of unknown gender--which is exactly the opposite of what English grammrians have been using for centuries. It's rubbish. In English there is only one true way: masculine form (i.e.: him, his, he.) Anyone who uses otherwise is a fucktard of monstrous proportions.

  20. Democracy starts at home. by BiggerIsBetter · · Score: 1

    I saw this "Breaking the Silence" report on the telly the other night... very well worth watching, and rather disturbing. I just wish he'd do something with his hair.

    http://pilger.carlton.com/
    http://portland.indymedia.org/en/2003/09/272644.sh tml
    http://www.informationclearinghouse.info/article48 51.htm

    --
    Forget thrust, drag, lift and weight. Airplanes fly because of money.
  21. Re:Help by Anonymous Coward · · Score: 0

    idiot.

  22. Re:Top Nomination For Monkey Island: +1, Patriotic by Anonymous Coward · · Score: 0

    whitehouse.org is fun but whitehouse.net is even more so.

  23. Democracy or Democratic Republic? by Archangel+Michael · · Score: 1

    There is no real democracy anywhere.

    [insensitive clod]The US of A is a Democratic Republic.[/insensitive clod]

    Democracy is inherently evil and results in Mob Rule. A republic provides a much more civilized way of tempering mood swings of the public.

    --
    Agent K: A *person* is smart. People are dumb, stupid, panicky animals, and you know it.
    1. Re:Democracy or Democratic Republic? by Tsunamio · · Score: 2, Insightful

      "Democracy is inherently evil"

      You seem to have a rather negative view of people. The fact is, I'd rather have Mob Rule than Elite rule, which is what we (oh so Ameri-centric, I know) have right now. I can talk to the mob.

      Places that have attempted real and wide-spread democracy (not just in government, but elsewhere, in schools, workplaces, etc.) have had pretty fair success. Granted, the best example I can think of right now is maybe the Zapatistas in Chiapas (though there are plenty of others, Paris in May 68, the anarchist part of Republican Spain, the aarchs in Agleria, Italian social centers, etc.), but that doesn't mean it couldn't work.

      I really think the only way that people will get engaged with the rest of the world and maybe be a little less alienated (again, Americentric), is to spread democracy everywhere.

      And as for tempering mood swings, psh, if that was true we wouldn't have the Patriot Act, for instance.

    2. Re:Democracy or Democratic Republic? by Archangel+Michael · · Score: 1

      I am a Libertarian. Which means that man's rule over another should be STRICTLY LIMITED. Imagine where people were responsible for their actions, AND took responsibility for their actions?

      The problem is, most Sheeple are happy to be told exactly what to do, what to think, where to go, taking NO responsibility for their own lives.

      The Patriot Act is the result of a Government that has over stepped its bounds. Just as bad as the proposed Heathcare Takeover by the Clintons. Both are different symptoms of the same problem. A government that is more powerful than the people it is supposed to rule.

      It is NO longer Of the people, by the people or for the people. Insert special interest groups and then you will have what our government is. Mob Rule, golden rule. The Biggest Mob with the most gold rules.

      --
      Agent K: A *person* is smart. People are dumb, stupid, panicky animals, and you know it.
    3. Re:Democracy or Democratic Republic? by incom · · Score: 1

      And what is it that creates "sheeple" and ingnorant mobs? The government designed and run public education system. The goverment PREFERS this, it designed our education system for this. If people learned to think for themselves while they learn other stuff in school, our country would be a much better place. Currently they are taught conformity and how to follow blindly. We must reform our education to improve the efficacy of our current system.

      --
      True genius is grasping a situation like a peice of fruit, and peircing it just right so that it drains dry.
    4. Re:Democracy or Democratic Republic? by Guppy06 · · Score: 1

      "The fact is, I'd rather have Mob Rule than Elite rule, which is what we (oh so Ameri-centric, I know) have right now. I can talk to the mob."

      Socrates tried that, but Athens democratically voted to make him drink the hemlock anyway.

      Democracy is all well and good, but it isn't a panacea and it is dangerous to use it as such.

    5. Re:Democracy or Democratic Republic? by Archangel+Michael · · Score: 1

      There is a fine example of where the Republicrats agree and there is no difference between them (as in most issues). They Both believe in supporting the government indoctrination system called Public Education.

      The sad thing is, most KIDS know what school is really about, except they don't have the capability to express it correctly. This is why schools pretty much SUCK these days.

      They don't teach reading, writing or Math. They teach social conformity. Most people don't realize that their kids are being indoctrinated into standards based education.

      But this is the RESULT. The cause was Government thinking they know (knew) better. They don't. My kids are taught such radical ideas such as "You are a citizen of the US, a Soverign Person" Something that is quickly labled "Radical" by the Social Normers.

      The concept that they are Soverign is Radical, but was ALSO the basis for our original form of Government. Soverign implies SELF RULE, something that is FORBIDDEN in today's society, and ignored by the courts.

      --
      Agent K: A *person* is smart. People are dumb, stupid, panicky animals, and you know it.
    6. Re:Democracy or Democratic Republic? by JonSari · · Score: 1

      The problem is that if you have mob rule, you inevitably get elite rule, as Plato pointed out in The Republic.

    7. Re:Democracy or Democratic Republic? by Zep1a · · Score: 0

      [insensitive clod]The US of A is a Democratic Republic.[/insensitive clod]


      Um, wrong.

      The USA is a Representative Republic.

      Zep--

    8. Re:Democracy or Democratic Republic? by Anonymous Coward · · Score: 0

      Yeah... If you read Plato's dialogues, he seems to be saying that Socrates was killed by the state precisely because he was encouraging people to think critically about their form of government (i.e., Periclean democracy).

      And (far from protecting the moral status of its democracy), the decision of Athens to kill him proved his point exceedingly well.

    9. Re:Democracy or Democratic Republic? by Carewolf · · Score: 1

      No you got it wrong too.

      The USA is a Representative Democracy, that just happens also to be a republic too, in both the two ways a republic is defined:

      1. Head of State is president
      2. Consist of member states with some degree of autonomi.

  24. BAH! by Tediak · · Score: 1

    It's the konami code you uneducated troglodytes.

  25. Totally agree by michaelggreer · · Score: 1

    Not much to the article, and nothing about democracy. Social issues != democratic issues. Indeed, online game servers are usually run autocratically by the game company.

  26. Equality in games by Stalyx · · Score: 2, Insightful

    Democracy is not the reason why most games fail, its due to the lack of socialism. In every single online game I have played, I have seen a sharp division between the "leets" and the "noobs". The so called elite players will do their level best to create a social system that is beneficial to themselves, whilst the noobs quit in disgust due to the inequality. The very nature of PvP is that the strong survive and the weak find other games.

    Now since the problem has been identified, whats the solution? Some games have taken out Player vs Player aspect, for example Horizons (www.istaria.com) or a game called Shattered Galaxy (www.sgalaxy.com) has something called a power rating system, the stronger the player the more noobs he has to fight.

    Attaining equality is easy, however, attaining it whilst still allowing people to get on the levelling treadmill is hard. I am sure that developers all over the world are looking at ways to appeal not only to their most loyal hardcore fans but also to the travelling lowbie.

    Misquoting someone important - "With great power comes great responsibility", If the gameplay was set in a way that it is beneficial to help lowbies, then I am quite sure most games problems will be solved, till then I will keep dodging the "I ownz joo, noob" comments :)

    1. Re:Equality in games by Big_Breaker · · Score: 1

      The way to create that socialism is to make numbers count in PvP. that way the noobs can gang up on the leets.

      How do you think socialism works in the real world???? I would say though that unlike the real world noobs can leave a MUD. They may never achieve critical mass to overthrow their oppressors.

  27. LucasArts had a GREAT philosophy by g_adams27 · · Score: 3, Interesting
    I remember the exact scene the author describes, with Guybrush Threepwood falling off a cliff, the dreaded "YOU HAVE DIED! Restore/Restart/Quit?" box appearing briefly, only to disappear as Guybrush boooiiings back onto the cliff ("Rubber Tree"). And even though I was only 14 or so, I knew exactly what it was - a satire of Sierra On-Line's games.

    I know exactly when I starting hating the programmers at Sierra On-Line. It was Space Quest 2. You crash onto a planet and begin looking around for a way to escape. Only problem is that every single thing on that planet is trying to kill you. Let's see, I think I'll walk over here... oops! Didn't see those faint dotted lines that marked a trap door over a spike pit! Here's a maze of vines I have to carefully manuever, pixel by pixel with the keyboard arrows... whooops! I touched a vine, and now the plant is eating me! Hmmmmm, I wonder if I should take some of these berries to eat. Nope! I guess my convulsing, and now dead body indicates I shouldn't have!

    But here's the worst puzzle on that planet - every single tree is too slippery to climb except for one which has a slightly different description, indicating you can probably climb it. So you type "climb tree" and guess what? Roger Wilco gets his hands and feet stuck on the tree, critters descend from the tree limbs, and eat him.

    GAAAAHHHHHHH!! Not only did Sierra On-line games kill you for making a wrong move - they killed you for doing something entirely logical! End result? You creep through the game with a trembling hand, expecting death at every step, stabbing the "Save" key every 30 seconds or so.

    LucasArts was a breath of fresh air. In "The Secret of Monkey Island" there was only one way to die. One! You had to be foolish enough to stay underwater for more than twenty minutes. And in "Monkey Island 2" you couldn't die at all!

    And even better, you couldn't do anything in either game to permanently ruin your chances of winning. What's that, you forgot to read the combination at the beginning of the game in Space Quest? Too bad for you, when you need it 10 hours later! Hope you saved that game! But what's that, you insulted Governer Elaine Marley so much that she threw you out of her room in the mansion of "Monkey Island 2"? No problem! Go back in and she'll sigh and give you another chance! Try all the funny conversation choices! It's OK, you can always do the right thing later!

    Of course certain LucasArts games had elements of risk (you could kill Indy in "Indiana Jones and the Last Crusade" if you weren't a good fighter), but for the most part their philosophy was "Explore - solve - have fun! Don't worry about trying different things - you can't mess anything up permanently."

    Which, IMHO, made for a much more fun adventuring experience than wondering if you're die the very second you step onto the next screen because you wandered out into the desert one screen too far. Thank you so much, Sierra On-Line.

    1. Re:LucasArts had a GREAT philosophy by Orne · · Score: 1

      But isn't this really indicitive of a societal problem? You have grown up in a culture that has ingrained upon you that there are no consequences to your actions, and as a result, you prefer games that reflect this. You can play games like GTA where you can do whatever you want, explore every angle, and do things that would get you jailed in real life. Meanwhile, new online gamers have no respect for any of their opponents, and online boards are full of trash talk, elitism, & self-importance. In game, players are generally poor sports when they inevitably lose.

      I remember games like Starflight, where there was no "Save As"; you had to copy the entire game to another directory if you wanted to branch off and try something. Now THAT was a hardcore game.

    2. Re:LucasArts had a GREAT philosophy by Ironica · · Score: 1

      You have grown up in a culture that has ingrained upon you that there are no consequences to your actions, and as a result, you prefer games that reflect this.

      I don't necessarily think this is true. In some cases, yes, it is... but let's remember that games are, for the most part, escapism. The more like our real lives they are, the less "fun" they are. Why should I play a game that forces me to concentrate super hard on every move, not knowing where the traps are, if I can just go upstairs and have a conversation with my mom for the same thrill?

      Meanwhile, new online gamers have no respect for any of their opponents, and online boards are full of trash talk, elitism, & self-importance.

      And that's where you hit upon the point of the article. The conventions developed for the single-player game world have been forcibly imported by an expectant audience to the multi-player world. There's only one problem: the other players. That's what we haven't really wrapped our tiny monkey brains around yet... how do we keep people from treating each other like garbage without removing the "fun" from the game?

      --
      Don't you wish your girlfriend was a geek like me?
    3. Re:LucasArts had a GREAT philosophy by g_adams27 · · Score: 1
      > But isn't this really indicitive of a societal problem? You have grown up in a culture that has ingrained
      > upon you that there are no consequences to your actions, and as a result, you prefer games that reflect this.

      I don't think so - I mean, I was in my early teens and mom/dad certainly made sure I was painfully aware of the consequences when I did something wrong in real life. I think it was more an issue of deciding, "do I want to play a game that includes at least one way of dying on every screen, or a game where you're encouraged to try even the craziest possible solutions, without fear of dying for no good reason."

      You could have a middle ground, and I think later games (even Sierra games) finally found it - kill players for doing something really dumb or ignoring an obvious bit of information they should have noticed earlier, but don't kill/penalize them just for climbing a tree, walking too far off the "edge" of the world (desert, swamp, etc.), or picking up a piece of glass. ("OUCH! That glass was sharp! Roger Wilco has bled to death!")

      > I remember games like Starflight, where there was no "Save As"; you had to copy the entire game
      > to another directory if you wanted to branch off and try something. Now THAT was a hardcore game.

      Oh man, you ain't kidding! I'd like to think that they would have had a different save-game method if our computers had had, say, hard drives back then. (I'm sure my two 5.25" SF1 Saved Game discs are still somewhere in my parent's attic :-) ) But yes, it did make you very hesitant to do anything too wild and crazy (or to put it less perjoratively, anything too exotic and adventuresome). That was a good thing sometimes, but it could make you overly cautious too.

      What a great game, though. Hurry up, Starflight III !

    4. Re:LucasArts had a GREAT philosophy by Cecil · · Score: 1

      Not only did Sierra On-line games kill you for making a wrong move - they killed you for doing something entirely logical! End result? You creep through the game with a trembling hand, expecting death at every step, stabbing the "Save" key every 30 seconds or so.

      Man have I got the perfect game for you!

    5. Re:LucasArts had a GREAT philosophy by Jmstuckman · · Score: 2, Interesting

      I remember that Zak McCraken and the Alien Mindbenders had plenty of ways to spoil your chances. (For example, you could "burn" any paper with the lighter and then the object would be gone..forever!) Maniac Mansion was the same way but not quite as bad (you could kill your characters with maybe 5 or 10 different methods, but you really had to TRY to accomplish this.) Thankfully, Day of the Tentacle (one of the greatest games ever created!) did not have this limitation.

  28. Action and Reaction by Daedalus4096 · · Score: 5, Interesting
    Personally, I think this guy has hit the nail on the head. Most people (or at least most people I know) log into online games so that they can get away from the general lousiness of the real world, if only for a time, and to do it anonymously. They do, however, expect or at least hope that general civility will be maintained in this alternate reality. But without consequences for one's actions, how can that possibly come about?

    If I were to go up to some random person on the street and call him some of the things that I've been called online, even some of the tamer things, they'd knock my ass out. That, however, would be the least of my worries. If I were to perform this action on a regular basis, word would very quickly spread about my rude behavior and soon nobody would want to have anything to do with me. It would take a long time to repair that damage to my reputation.

    When somebody is online, however, they generally feel that they can behave like that as much as they want. What's anybody going to do about it, after all? If people ostracize you socially, you can just log out and come back when the heat dies down. Worst case: create a new account and start over. In real life, not only can people not escape punishment like that, we also have harsher measures to deal with them, like restraining orders, fines, and prisons. You can't just leave whenever you feel like it. If you could, the whole system would fall apart.

    --
    What? I warned him!
    1. Re:Action and Reaction by WuphonsReach · · Score: 1

      And the better online games provide tools for the community to police themselves with.

      And these tools don't even have to be tools per se... they can be something as simple as needing to depend on another player to get from point A to B quickly.

      Other games attempt to depend on a police force of some sort... and there's never a cop around when you need one.

      --
      Wolde you bothe eate your cake, and have your cake?
  29. I don't agree... by MarcoAtWork · · Score: 4, Interesting

    a painless execution is the absolute worst punishment any game society can impose on the characters who are its citizens. Torture is not an option. Imprisonment and fines can be imposed, true, but as soon as the player behind the character finds that these punishments are too onerous, she can simply terminate her account

    I don't agree, actually IMHO 'virtual jail' -is- the worst possible punishment if implemented properly: while you are sentenced you

    - can't create new identities or log in as a different character (assuming they're all in your name in terms of billing) for as long as the sentence lasts

    - can't just leave the computer on and walk away, the sentence time would go down only if you are performing some action (ideally not fun, say, playing tic-tac-toe games with the computer which is not easily scriptable and really boring: every move gives you, say, 5 seconds off your sentence).

    - can't chat with fellow players or move about, you'd be put in a virtual cell in a virtual prison.

    Also I really can't figure out why MMPORGs don't implement police/jails etc. after all you could have all the various dynamics that currently exist in society (punishment for crimes, opportunities for people who like to play cops/guards, risk/reward for trying to organize a breakout, risk/reward for accepting bribes etc. etc. etc.)

    If you delete the player account somebody will just recreate a new one and, helped by their guild, fairly rapidly regain lost levels/items: a sentence of, say, 40 hours of jail (tic-tac-toe) would be much worse, don't you think?

    --
    -- the cake is a lie
    1. Re:I don't agree... by Ironica · · Score: 1

      If you delete the player account somebody will just recreate a new one and, helped by their guild, fairly rapidly regain lost levels/items: a sentence of, say, 40 hours of jail (tic-tac-toe) would be much worse, don't you think?

      What's the difference? How many people will go through 40 hours of "jail" rather than just start a new account? People who get into that kind of trouble rarely start out with any kind of respect for the game systems. They will see "jail" as another thing for them to cheat, exploit, or otherwise work their way around.

      Furthermore, given the recitivism rates from our real-world prisons, warehousing people who are already on society's bad side doesn't do anything at all to make that person feel like it was a bad idea to break the rules. Now, if you found a way to make it so that people who cheated others, for example, had their game earnings garnished to pay back their debt, you might make some sort of impression... the old "crime doesn't pay" track. But simply locking them up seems unlikely to help in any way at all.

      --
      Don't you wish your girlfriend was a geek like me?
    2. Re:I don't agree... by MarcoAtWork · · Score: 1

      How many people will go through 40 hours of "jail" rather than just start a new account?

      I don't think you understood my post: if you have a jail sentence you would not be ALLOWED to start a new account (after all the billing information would stay the same). Your only options would be to either serve the sentence or to stop playing the game altogether. If you cancelled the account and tried to reopen a new one you would still have your jail sentence to go through as well.

      Also you'd obviously implement some administrative punishment, so besides going to jail the convict would also get their objects/gold garnished etc. etc. etc.

      It'd be interesting to see if this would create a reality similar to real life (revolving-door recidivism) or not and the relevant implications.

      --
      -- the cake is a lie
    3. Re:I don't agree... by Ironica · · Score: 1, Insightful

      I don't think you understood my post: if you have a jail sentence you would not be ALLOWED to start a new account (after all the billing information would stay the same).

      So what you're actually doing is jailing the credit card number, not the person.

      What if everyone in the family has an account, using the same number? Do they all get jailed when little Timmy thinks harrassment is fun?

      How do you prevent a bigger Timmy from borrowing his friend's info? People do that anyway when they don't have a credit card they can use.

      How about game cards? How would you prevent people from using those to start a new account?

      The problem is one of identity. Your identity has to be valuable to you in the online world in order for any punishment to take effect. If you can just pretend to be someone else for a while, and evade punishment, what's to prevent you?

      --
      Don't you wish your girlfriend was a geek like me?
    4. Re:I don't agree... by MarcoAtWork · · Score: 2, Interesting

      So what you're actually doing is jailing the credit card number, not the person.

      I would hope that the person doesn't give their c/c number to everybody... in any case I'd jail the person+address, not the c/c number (as they could have more than one c/c). This obviously implies that to subscribe to 'my' MMPORG you'd have to give out your real contact information.

      What if everyone in the family has an account, using the same number? Do they all get jailed when little Timmy thinks harrassment is fun?

      the whole family wouldn't be jailed, only Timmy's character would be jailed: the rest of the family wouldn't be able to create new characters while the punishment lasts, though.

      I don't see the problem: actually if you have a family to back you you can be sure that little Timmy won't be a bad boy any time soon: call this a 'compound punishment' or something :)

      How do you prevent a bigger Timmy from borrowing his friend's info?

      again, what's the problem here? if the friend is so stupid to give his info out, he's gonna pay for his mistake (and likely won't repeat it in the future).

      If you can just pretend to be someone else for a while, and evade punishment, what's to prevent you?

      You can be sure that the 'someone else' you pretended to be is a real person in real life which will obviously deal with you out of band. If your account was hacked, instead, well, there are two possibilities: #1 the system is hackable (and it's the developers' fault, patch, no penalties issued), #2 you didn't take care of your account (shared the password etc.) in that case it's too bad.

      The whole point of the 'virtual jail' is not really to be part of the gaming experience, it's to provide a real deterrent to game-disrupting behaviour.

      Personally you haven't convinced me yet that any of these side effects are necessarily bad for the MMPORG as a whole: the way I see it they'd lead to people being more careful about their accounts and -definitely- having a strong incentive not to break the in-game laws...

      --
      -- the cake is a lie
    5. Re:I don't agree... by Ironica · · Score: 2, Interesting

      I would hope that the person doesn't give their c/c number to everybody... in any case I'd jail the person+address, not the c/c number (as they could have more than one c/c). This obviously implies that to subscribe to 'my' MMPORG you'd have to give out your real contact information.

      So, your account wouldn't activate until you'd responded with the code they mailed you to your home address? So you could verify that you gave out real contact information?

      the whole family wouldn't be jailed, only Timmy's character would be jailed: the rest of the family wouldn't be able to create new characters while the punishment lasts, though.

      I don't see the problem: actually if you have a family to back you you can be sure that little Timmy won't be a bad boy any time soon: call this a 'compound punishment' or something :)


      This is a technique commonly used in prison and the military, where the entire group is punished for the transgressions of a single member. It's designed to demoralize the entire group, and prevent any alliances from forming. It's very effective in exerting extreme control over a large number of people with a relatively small force of authority figures.

      I'm not sure it's a great business model, however. If little Timmy's dad can't create a new character because his son requested services of a female avatar in an inappropriate manner, there are many possible results, but the most likely seems that dad would cancel everyone's accounts and call a lawyer. After all, *he* is being deprived of full use of the product for something someone else did. (Not that he'd win, necessarily, but what company wants to get into this?)

      Of course, it's possible that it will work just as well as it does in the military and in prison, and dad will take it out of little Timmy's hide so he can be sure that big sister Ginny isn't going to get any ideas.

      >> How do you prevent a bigger Timmy from borrowing his friend's info?

      again, what's the problem here? if the friend is so stupid to give his info out, he's gonna pay for his mistake (and likely won't repeat it in the future).


      No, he won't. First, big Timmy gets in trouble. Then he says "Oops... um, Joe, can you sign me up for a new account?" Now Timmy knows better which lines to cross. On the other hand, if Joe doesn't play the game, he doesn't care if Timmy messes up his record too.

      You can be sure that the 'someone else' you pretended to be is a real person in real life which will obviously deal with you out of band.

      If you screw up bad enough to be punished again. If you crossed a line, then you know better where the line is. You'll be more careful and be more likely to get away with it next time.

      The whole point of the 'virtual jail' is not really to be part of the gaming experience, it's to provide a real deterrent to game-disrupting behaviour.

      But these are games people *pay* to play. You introduce this "deterrent" and you'll deter all right... you'll deter people from even signing up for the game at all. Maybe it will only be people who you don't really want there anyway... but there are liable to be plenty of people who think that they don't even want to take the risk.

      the way I see it they'd lead to people being more careful about their accounts and -definitely- having a strong incentive not to break the in-game laws...

      The only "laws" that have an enforcement issue have to do with harrassment of other players. Any other kind of "law" can be coded right into the game. It's what you say to other people, and how your actions interfere with *their* gaming experience, that can't be directly controlled by the developers.

      So the offenses are often quite subjective. How do you go about punishing people? How do you decide who "started it" and who is "right"? Have you come up with a concept for a trial system to go with your virtual jail? Will my law-abiding, upstanding community member of a character have to serve jury duty?

      --
      Don't you wish your girlfriend was a geek like me?
    6. Re:I don't agree... by MarcoAtWork · · Score: 1

      So, your account wouldn't activate until you'd responded with the code they mailed you to your home address? So you could verify that you gave out real contact information?

      obviously the account would be activated via an online signup page (instant gratification and all that) but it would be marked as 'unverified' and if the person doesn't register with the code they received in the mail, it will be automatically suspended after, say, 30 days. For infractions done by 'unverified' accounts there would be no jail, the account would be closed and the c/c number blacklisted (at least for 30 days).

      Of course, it's possible that it will work just as well as it does in the military and in prison, and dad will take it out of little Timmy's hide so he can be sure that big sister Ginny isn't going to get any ideas.

      Let's face it, multi-subscriber-on-the-same-cc is not a very common situation, and I do believe that the military-like deterrent will work.

      f you crossed a line, then you know better where the line is. You'll be more careful and be more likely to get away with it next time.

      it also depends a lot from how the game laws are implemented: if they are fuzzy, well, they need to be tightened up...

      It's what you say to other people, and how your actions interfere with *their* gaming experience, that can't be directly controlled by the developers.

      exactly, that's why you have an in-game 'police' (come on, some people would LOVE to be able to roleplay a cop/guard) to deal with complaints and so on: it would just be like a mini-version of our society. Obviously there would also be 'gods/wizards' (paid support people) you can appeal to if you feel you've been wronged (to have some checks-n-balances on the power of the cops/judges).

      If you feel like it you could also make karma-reincarnation a part of the game: when you die you might have to stay in 'hell' for a little while depending on your 'reputation' or when you are reincarnated you'd get all sorts of bonuses if you were 'good'... I think this area hasn't been explored very much in current MMPORGs.

      How do you go about punishing people? How do you decide who "started it" and who is "right"? Have you come up with a concept for a trial system to go with your virtual jail? Will my law-abiding, upstanding community member of a character have to serve jury duty?

      yep, in my 'ideal MMPORG' (it'd be fun working on it, I'm also a network programmer by trade) you'd have an organization very similar to the current society (note that you could have the positions part-time or full-time):

      - guards (basically a position who pays a certain amount of gp, has minimal 'power' but allows for 'citizen's arrest')

      - cops (your plain vanilla cop, they are allowed to arrest people, have a few additional powers like instantaneous travelling, maybe examining game event logs, with a subpoena they'd be allowed to examine a player's chat/action log as well)

      - judges (self explanatory, trials and everything, can issue subpoenas, etc. etc.)

      - court system: village court, region court, supreme court

      - politics/parliament (for laws)

      - Deity/Wizard (paid tech support people, you can appeal to them and they have absolute power over the game)

      This is getting kind of long for a post on /., if you'd like to we can discuss this some more via email...

      You introduce this "deterrent" and you'll deter all right... you'll deter people from even signing up for the game at all

      I disagree: a lot of people would love to be able to play in an MMPORG that's not a 'free for all', it's the same reason why tendentially people prefer a democratic society to anarchy ruled by gangs (which is what most MMPORGs really are). In any case if the penalties are balanced just right a life of crime could be a roleplayable (if very risky) choice.

      I believe most MMPORGs nowadays are barely scratching the possibiliti

      --
      -- the cake is a lie
  30. Comparisons between MMORPGs and SCUMM games by gpinzone · · Score: 1

    SCUMM (LucasArts) games are bound by a certain number of possible actions you can take. All of those actions are predestined to succeed or fail. You can't "think outside of the box" in these games. If the writer of the game doesn't want you to use the pickaxe on the dog, then forget it. MMORPGs are much more open. Even games like Quake allow for more flexibility. Take Rocket Jumping for example.

    1. Re:Comparisons between MMORPGs and SCUMM games by SharpFang · · Score: 2, Interesting

      It's still a pain. I hate when my character can't step over a fence that reaches to its knees, crawl through a hole where you don't fit while crouching, can't knock out the enemy, tie him up and explain the misunderstanding without killing, break any (arbitrary) wall with explosives or pickaxe (loved that in Moria) or use anything not available in the game engine.

      Rocketjump was pretty much a bug. (I'm pretty sure nobody at ID thought to implement it as a feature. It became one much later)

      Pencil&Paper RPG still rock.

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    2. Re:Comparisons between MMORPGs and SCUMM games by Mannerism · · Score: 1

      Pencil&Paper RPG still rock.

      Absolutely true, and given that MMORPGs are descended from them, it's surprising that the author of the article didn't make any reference to them. One would think that considering what makes PnP RPGs work where their MMO descendants fail would be quite valuable.

  31. Why online games suck by fluxrad · · Score: 5, Insightful

    Abstraction.

    Ever notice people in their cars waiting in line are a hell of a lot more rude than people *standing* in line? Same principle...when people feel abstracted from the rest of the people around them they tend to give in to whim and emotion to a greater degree.

    But that's not going to change. The only interesting question (which was not, interestingly enough, brought up by this article) is "Will the internet decay into a shithole completely devoid of personal accountability or will it slowly evolve into a place where people realize that everyone they're chatting with have feelings too"?

    I'm rooting for the latter, but it's too soon to tell.

    --
    "It is seldom that liberty of any kind is lost all at once." -David Hume
    1. Re:Why online games suck by Telastyn · · Score: 1

      Neither really... Because the people behind the internet won't evolve either way, and I'm not sure there's a human acceptable solution to change the situation that causes a large lack of consiquences on the internet.

      Decent people have been dealing with Lamers for millenia.

    2. Re:Why online games suck by Ironica · · Score: 2, Interesting

      The only interesting question (which was not, interestingly enough, brought up by this article) is "Will the internet decay into a shithole completely devoid of personal accountability or will it slowly evolve into a place where people realize that everyone they're chatting with have feelings too"?

      The article definitely did bring this up in the final example with Second Life. They point out that the community participation made people feel more satisfied with the outcome of the taxation issue, even when they were on the losing side. (I don't know how much research they did to come to this conclusion, but let's just stipulate that they're omniscient on this point for now.)

      I think the main point the author was getting at was that instead of government-like enforcement and punishment, online games should do more to encourage and leverage that sense of community if they want to enforce good behavior.

      Actually, the karma system with /. seems to be an interesting implementation of this principle. You can post anonymously, sure... but, people are less likely to see your post, and those who do take it less seriously. You are rewarded for developing a positive identity, because you have a stronger voice. If you want to be a jerk, go right ahead, but most people simply won't hear you anymore after a while.

      Internet interaction can be worthwhile and positive, if people have an investment in maintaining a good reputation. It's giving them that investment which is tricky. SWG only allows one character per server... that seems to make a difference (anyway, I've run into way fewer jerks, a*holes, and idiots in that game than in other MMOGs I've played). In a world where sticks just drive the mule out of the barn, coming up with tasty but well-balanced carrots is a vital process.

      --
      Don't you wish your girlfriend was a geek like me?
  32. Re:Get a life . . by kfg · · Score: 3, Insightful

    And how does one go about examining democracy and its inherent problems? How does one go about changing them without throwing nations into turmoil and playing God with millions of innocent lives? How does even buy a clue about what to change?

    Exactly the same way I go about designing a car that's safer, has higher performance and greater efficiency without risking the lives of test drivers and the general populace.

    I model it. Virtually. On a computer.

    Go figure.

    KFG

  33. me too! mod parent up by Anonymous Coward · · Score: 0

    Yeah i never read an article that had so little to say and yet took so long to say it.

  34. Uh, no. by Anonymous Coward · · Score: 2, Insightful

    Regardless of what barriers the internet's nature dissolves (color, geography, etc), my observation is that people will simply find or create some other divide to align themselves upon.

    You are currently reading this post on slashdot, a forum dedicated to technology and related issues. Obviously, this is not a place for someone interested in knitting socks. Your interest in slashdot is a kind of communication barrier, as you are unlikely to communicate with someone with interests that do not overlap yours. Is this wrong? No, it is simple human nature. You're simply making the most efficient use of your time by following your interests.

    So essentially, the internet population organizes itself around artifically created barriers of interest or ideology.

    As for MMORPGs.. they tend to be the underbelly of the internet when it comes to interactions between groups. The rest of the internet, you have what, message boards, chat rooms, etc? The worst you could get there is a ban and a boot. When you give people assets to protect and weapons to smack each other with, guess what happens?

    That's right, Shit Happens.

    I'd go on, but I think you can work out the rest yourself..

    *hoofprint*

  35. Re:completely off topic by Anonymous Coward · · Score: 0

    They also use:
    servedby.advertising.com

  36. I believe there will still be barriers by ferrocene · · Score: 1

    People who are alone and anonymous in an online setting tend to clump up with people with at least one similar attribute, same as in real life. Just listen in when one player in a game is found out to be French, or German, or Canadian. Why shoot an American when you can shoot a Hungarian? If English isn't your first language, you frequently become a target.

    In Diablo, there were people who would pk (player kill) only Koreans - they had a different character set for typing so it was instantly known who was Korean. Sometimes it was the opposite and the Koreans would kill the English speakers.

    Human Nature?

    --
    Most folk'll never lose a toe, and then again some folk'll...
  37. Re: friendliness while playing online by reconn · · Score: 1

    This meme about online gamers being dicks is really getting to me. I've been playing online since quakeworld (not the first generation, I know, but older than the majority I suspect), and the opinion I've taken away is that people playing online are generally really nice.

    Every now and then you run into someone having some fun disrupting a game; I can picture plenty of times someone grappled their spy in the exit of the 2fort spawn room on a MegaTF server. But I can also picture plenty of times when people were communicative and friendly and cool; willing to organize some teamwork for a little while; willing to point newbies in the right direction....

    There's some fun to be had being disruptive, but far from negative consequences deterring most people, most people derive much more fun from playing the game.

    Maybe (and I think the article addresses this somewhat) MMORPGs are poorly designed when the situation is that theres LOTS to be gained from looting corpses. This is different from people who are getting a kick from causing some chaos. Those people can easily be avoided, and with many games, voted off the server. Or just let them goof off for a bit, they'll get bored eventually and move on. Corpse looters WANT to play the game, and are just taking a shortcut; one frowned on by the community for being unfriendly.

    Modern mods (game modifications -- made by players to change the gameplay of an existing game; someone was asking in a recent /. thread) generally offer a lot more incentive to play well, and to encourage others to play well. Also, often the communities are small. Speaking from my experience, Navy Seals:Q3 and GloomQ2 both have very tight knit communities, with celebreties and common faces to get to know, as well as a need for teamplay in order to succeed. You may be less likely to run into the same people over and over while playing Natural Selection just due to the number of players and servers, but people generally want to win, and winning takes cooperation.

    Yelling at the newbies won't get them to play any better, and making friends who like doing things that you like doing is always a positive situation.

    --
    Everything that was once directly lived has receded into a representation. -debord
  38. ummm by FictionPimp · · Score: 1

    Train to zone!!!!!!!!!

  39. It's all about humans... by Anonymous Coward · · Score: 0

    Now give me a single MMORPG where you can have sex with a mare and I'd consider playing it. Interacting with all that 2-legged races is far too boring.

    MMORPG: Replace your dull, boring real life, with a fake dull boring life online.
    Or something like that.

  40. faggity-ass politically correct movement by handy_vandal · · Score: 4, Funny

    Alas, it's no longer politically correct to use the phrase "faggity-ass politically correct movement".

    Now you're supposed to use the phrase "differently intolerant".

    --
    -kgj
  41. Views of a longtime MMORPGer by SiliconJesus · · Score: 2, Interesting

    I played Asheron's Call for 3 years as a 'hardcore' player (40+ hours a week). Played in multiple worlds, and I played with a lot of people. In the PvP world (Darktide), the entiriry of your life was pure Chaos. High level players would sit in the 'newbie' towns and just kill newbs repeatedly. The only way out was to have another high level friend escort you away from everyone else.

    On the 'normal' servers, it was totally different. True you had your jerks / scammers etc, but for the most part, people helped each other out. I was in one of the largest guilds for the world for a couple years (even sat on the executive board) and it was interesting to see the dynamic as users pulled resources together to buy the guilds mansion (you honestly couldn't support a mansion without a largish group to donate resources). People in the guild helped each other out on missions, on getting upgrades in armor and spells, and everyone benefitted.

    Everyone's experience in the online world is different, but for the most part people will surprise you.

    --
    Clinton made me a Republican. Bush made me a Libertarian. Trump is making me question reality.
    1. Re:Views of a longtime MMORPGer by Cecil · · Score: 1

      Long-time AC player here too. Asheron's Call had a pretty good community there for awhile. The mostly PVP-free nature of the game helped out a lot I think. If people find it extremely difficult to really hurt one another in a meaningful way, then chances are the griefers will really not get a lot of enjoyment out of it, and will go elsewhere...

      PVP can be really enjoyable when done right. But it is so hard to get it right. Even the slightest flaw in an otherwise good PVP implementation will be exploited so badly as to make it a chaotic mess to all but the most extremely hardcore players.

  42. When in rome do as the romans by stylerm · · Score: 1

    I know Im an asshole for doing this, but when I am playing an online game I try to be the most obnoxious person possible. I play warcraft3, 3v3 and just buy shredders...steal my teamates wood, then start calling them names for bening dumb enough to team up with me. On some of the custom maps in starcraft you can build invincible buildings, so I spend all my time covering the map with them...so no one else can build. I am definetely part of the problem, but I wouldnt stick out compared to everyone else. Ive also fined tuned my insults playing monkey island insult swordfighting, and insult armwrestling in escape from monkey island.

  43. MOD PARENT UP by Anonymous Coward · · Score: 0

    damn that was a good flick i mean seriously it summed up everything

  44. Better Monkey Island democracy quote by sheetsda · · Score: 1

    On the re-election poster for Governor Marley on the dock house on Melee Island: "When there's only one candidate, there's only one choice."

    (Is it scary I remember that and haven't played the game in 6+ years?)

  45. The Essential Problem with MMORPGs by CodeBuster · · Score: 3, Insightful

    The essential problem with all current MMORPGs is not that players cannot be punished effectively, but rather that the companies which host these games do not enforce their own policies against bad behavior. They do not enforce them because they have a vested financial interest in maintaining as many paying customers as possible over the expected lifetime of the game. This is the same reasoning process that companies go through when they decide that the privacy policy is less important than the revenue which could be generated by selling the information in violation of the "Privacy Policy" or "Mission Statement". Thus, the game company is likely to adopt policies which never completely satisfy any one faction of players, but which also never alienate them quite enough to give up what they have already "invested" in the game either. In this manner they continue to receive a stream of monthly payments from the largest possible audience of players/subscribers with the least possible amount of work in maintenance, administration, etc...

    The best solution, in my humble opinion, involves the players as a stakeholder in the long terms success of the game not just by granting in game rewards, but rather by dividing the real world ownership of the company that administers the game among the players who support it. The effect of shareholder ownership and market forces would necessarily isolate and eliminate those players who choose to be jerks from continuing to harass the majority of the remaining players, only this time, since the players are owners the enforcement would have teeth. As the article stated, the main problem now is deterrence of bad behavior and the problem exists because of inadequate enforcement due to corporate conflict of interest.

  46. Key to accountability... by *weasel · · Score: 3, Insightful

    ...is karma, visible karma of some type.

    Yes, players need tools. If a game allows a player to build a wall - someone will inevitably trap another player inside a box to torment them.
    So the game needs to allow you to also -break- anything that can be built.

    If a player can lock or block a door, they will find a way to lock another player on the wrong side of the door intentionally. Therefore the game needs to allow you to -push- such barriers.

    the problem of course is that - even with all the right tools, if someone treats you like a complete *sshole, I'll never know it. They could have spent 4 hours trapping people in boxes, and I would treat them like anyone else if I hadn't seen it or happened to be in your immediate circle of friends.

    massmog communities are too loose. Only 10-20% of players on any given server are playing at any one time. the odds of an effective server-wide community notification system are pretty slim.

    So what's a good solution? karma. an aura. perhaps only visible with a skill or spell.
    Every day that a player logs in, they have some karma points to spend on other players. positively or negatively.

    you simply institute a law of diminishing returns, so that no one person or small group of people can give you enough karma to undo the negative karma a large group of people gave you - and there you have it. (probably put an upper cap on the amt of negative or positive karma a single person can give you and weight it)

    you could even make it so that a person with negative karma themselves has their outgoing karma points reduced in 'worth'. so if an indescriminate killer calls you a jerk - it means even less.

    Don't allow karma to gradually return to neutral over time (easily exploited). And most importantly -never- automatically assume any given action in-game is inherently good or bad karma. Leave it up to the players to decide.

    You may have started a pvp fight with another player - but they may have stolen from you, or been hassling you. It could very well be justified. The game code can't possibly know - but a witness could.

    You may likewise have killed a killer - but you could have done it out of greed or malice or an attempt to game the system. If no trustworthy witness deems it 'good', then there's no reason to assume it was.

    The actions themselves can't be coded good or bad (UO's failed notoriety system being the prime example). Only another player has the proper context to interpret that.

    --
    // "Can't clowns and pirates just -try- to get along?"
    1. Re:Key to accountability... by Kalak · · Score: 1

      You're looking for a Whuffie score. Dorks would not get high Whuffies if done right (until a hack is found, but hopefully it will be made solid, as it can be used as a method for identifying hacks/cracks). I'm not sure if this is the human equivalent to a "pagerank" and therefore subject to recursive raising of the score, but I'll let more awake /.ers debate this.

      I keep finding this story to be more and more relevant as time goes by.

      --
      I am, and always will be, an idiot. Karma: Coma (mostly effected by .hack)
  47. Gupta is a troll by ChaosDiscord · · Score: 4, Informative

    Quoth Gupta's signature (just in case he changes it):

    Samir Gupta, Ph.D New Technology Research Department Nintendo Co, Ltd. Kyoto, Japan

    Gupta is an old troll. He's pretty good at generating a combination of techno-babble and plausible facts, but he sure as hell isn't really involved in Nintendo research.

    Mind you, sometimes he's actually posts interesting ideas, but he claims that his ideas represent current Nintendo research. If any of his claims do match Nintendo actions, it's only by accident or external research by the author; it's not based on inside information.

    I suspect Gupta gets a kick out of knowing that he is misleading people, "Look, they all believe I work at Nintendo and am privy to secrets, aren't I clever."

    Apparently Gupta is getting lazy, this post is just a copy of his post from last month. (At the very least, this duplication should earn him a "Redundant") And that post is an almost word-for-word retrend of one of his posts from July.

    Some classic Gupta for comparison. Some of his technobabble can be hard to sort through if you're not familiar with the field.

    • Clustering GameCubes - No, GameCubes are not a terribly good system for doing clustering with, anyone doing so is doing it on a lark, not as real work.
    • Some strange ideas on reducing crashes - One of the goals of an operating system is to reduce the impact of a crash or malicious code, running everything at the highest level doesn't really gain you stability. Catching a NULL pointer dereference is handy, but recovering from it is nearly impossible; anything that caused a null pointer dereference this frame is likely going to cause it again next frame.
    • GameCubes have Zen Buddhist design - Ummmm, right. There is nothing like a bright purple box to "fitting into the big picture without standing out."
    • Nintendo is excited about Peer-To-Peer game distribution, odd that the only real reference is on Slashdot.
  48. Wha? by TClevenger · · Score: 1
    Was I the only one that read, "Run/Stop - Restore" in the headline?

    What's really weird is that I'm an Atari person, but I still remember that.

  49. Ya but.. by MongooseCN · · Score: 1

    That will only let you hold office 30 times.

  50. SimSociety by survomies · · Score: 1

    Laboratory experiments with whole human societies are quite disgusting, as history has shown us. As a graduate student of social sciences i have dreamed about a simulation of a whole human society. Perhaps we might soon have enough computing power?

    SimSociety, a game for some, a research tool for others.

    We really need a lot more convergence between social scientists, game developers and gamers. As far as i know there have not been very serious attempts at using simulations in social sciences.

    1. Re:SimSociety by kfg · · Score: 1

      We have the computing power right now, if you use real humans instead of AI. That's what games like Everquest really are. The problem is that people such as yourself don't have the wherewithal to impliment such a computing structure on that scale.

      What would be interesting though is if people such as yourself got to make, and modify, the rules of the game.

      It might well be rather instructive to the "players" if they had the oportunity to do so from time to time as well. Few people have a really good grasp on just how complicated society really is and what varibles really effect what happens to it.

      Again, as history has shown us.

      KFG

  51. MMORPGs as they get better, defeat themselves by mabu · · Score: 1

    The irony of ironies relating to MMORPGs is that most people play to escape the mundane, hamster-wheel-like existence of real life. Who doesn't yearn to escape the real world, where you're constantly bombarded with messages that you're inadequate and less-resourceful than everyone else? Who doesn't dream of being a valiant warrior or explorer with great riches and power? The lure of MMORPGs is that you can be whatever you want to be in this fantasy world.

    The problem is, the games have become so complex and "realistic" that they end up embodying the very nature of existence which people were trying to take a break from. In today's games, you have just as much ass-kissing and mindless grinding as you do in real life, only your rewards are more-or-less intangible. Ultimately as a result, you become an even more pathetic slave to the power-hierarchy.

    Someone should do a study and compare the effects of a MMORPG time/productivity-sink with alcohol and other drugs. I think the results would be surprising. There's a new kid in town sucking productivity into a big black hole. It's called Everquest, Asheron's Call, Anarchy Online, SWG, etc.

  52. Just a brief device for your consideration. by Amiasian · · Score: 1

    Players can always flip the switch or pull the plug on a game that has ceased being fun. The image of a frustrated player upending the checkerboard contains an important truth: there is nothing in the rules of checkers to keep both players in their chairs.
    Joshua: Strange game. The only way to win is not to play.

    I would propose a form of Draconian copy protection to ensure that the game is distributed on a one-to-one basis with the physical media. Perhaps a hardware card would come with the game to allow playability. This is to ensure that each account is, in fact, legit.

    Secondly, paid accounts. This is to maintain the server and to create an incentive to remain a decent citizen of the game world. You screw up, and your account is terminated, no refunds and no way of getting back.

    Third, a moderation system. For the most part, what's used on Slashdot seems to find the comments worth reading while weeding out the poor ones. It works quite well. I think something akin to how that is done here could be applied in a game world.

    Fourth, focus adventure games on exploration rather than combat. My particular favorite concept of any game of late is Uru: Ages beyond MYST. I'm not a fan of MMORPGs. In fact, if and when I do by this game, I'll play the online single player version. However, to those who do like cooperative gaming, the idea of having multiple persons to solve a single puzzle and infinite worlds to explore has a certain appeal.

    It's such a radical concept. I really hope people don't fuck up others' suspension of disbelief by posting cracks and cheats and walkthroughs, during gameplay. A game like Uru requires one to be fully immersed in the world. The puzzles of the Myst series were challenging, creative, and unique. That one game pretty much launched an entire genre of clones.

    Fifth, on the topic of suspension of disbelief. Let us consider the grammar of a certain portion of gamers. "stfu n00b! i ownzored j00." Let's say the scope of the game is a medieval battlefield (all hypothetical). The characters in question are knights. I seriously doubt any knight spoke in 1337. That creates a problem. How believable is a world where the language and customs of that world have not been assimilated by the players therein? Not very.

    Which leads to a game that could use adaptive latent semantic analysis on a player's messages. It would intelligently consider word pairs to find the emotional content of the message. stfu n00b would become [insulting command][insulting generic noun] (generically). i ownzored j00 i [claim to victory] you. With parsing of course.

    The game could then substitute this with "Silence, thou swine. I hath claimed glorious victory over thine own." Or something of similar meaning. The point being that it would create language in the tradition of the game's historical and social context.

    Sixth, culture, tradition. What makes a novel by Tolkien so rich? It's the history, and the traditions of each race. The Hobbits, for example live a life of peace and quiet, performing simple agricultural labors. The elves are stealthy and live in a woodland realm. The dwarves delve deep under the Earth and, being created by a God of a somewhat rebellious nature, have ever been in conflict with the elves. Point being, there's traditions and uniqueness to each race.

    How is that to be adapted to give a game world depth? How does one make a person behave like an elf or a dwarf, etc.? Perhaps, before character creation a brief survey is given to match the personality of the player to a character that would best reflect an extension of that personality. Someone with a love for solitude and nature, for example, might be assigned an elf. Gold, metal, working with hands - a dwarf, et al.

    These are the things I believe would most immediately improve multiplayer gaming.

  53. Re:Just a brief device for your consideration. by mzo23 · · Score: 1

    1) Hardware "dongle's" were tried with various pieces of expensive software (like 3d studio max) and I beleive failed for the most part due to cracking of the software part that checks for the dongle.

    2) The no refund policy would cause a lot of problems without plenty of evidence to backup account removals. Logs are the only reason it woulnd't be easy to "frame people" in online games and get their account removed. I see no problem with the account removal part but a no refund policy would be bound to cause legal issues.

    3) "It works quite well." That's definetly a seperate discussion for sure as I'm sure there are many slashdotters who will disagree, I for one don't bother screening any messages out because sometimes the moderation could become censorship. My question to you is, what are you talking about moderating? the forums (highly moderated already usually)? the chat? (how would one moderate real time chat? a warning system similar to aim? I would hope not since aim's system is very very easy to abuse. would you simply vote a good player up and their chat would be "bolder" ?), I don't really understand what your talking about.

    4) that's really a matter of taste and really kinda pidgeonholing game design which is imo a bad idea. I personally think exploring games are VERY boring, but the point is that a game should go for whatever it's goal is. The difference between exploring and combat is that combat is more fun to repeat (subjective opinion of course). For example, you could explore and find some neat little tree. How many times would you want to "re-explore" that tree? once you've been everywhere there isn't much point to going back, it's a single shot single player kind of thing, imo not well suited to mmorpg's where people pay per month to do things over and over and socialize or whatever (I personally don't really get why people pay to do the same thing over and over, like leveling up). If you want an mmorpg type thing thats more about exploring then maybe you should check out some "virtual worlds" like There and Active Worlds. Combat seems to fill a need that many people are willing to pay for, no reason for them to remove that if people want it.

    5) Natural langauge processing is always a lot more complicated then it seems, every tried talking to any chat bots? imo the way people talk on those games not being "realistic" is a social problem more then a technically solvable issue. You would think that if a majority of users wanted to talk "in character" then they would, so in essence (sp?) you would be forcing those that don't want to into a sort of censorship. But like I said, either way you slice it I don't think it's a technical issue.

    6) I beleive daggerfall (a simple player, awesome rpg) did something very similar to what you suggest. You would have the choice of manually picking a race/class/etc or answering questions to determine it. There should probably always be a manual option but I definetly agree that implmenting that system in mmorpg's would be welcome as an OPTION.

    Sounds to me like you want to try and impose lots of technical issues to solve social problems. While in some cases it's definetly a great idea to use technological tools to help smooth them out. In general it's up to the people themselves. You can't "force" people to be nice and "be a team player". Reward systems sometimes work good.

    I agree a lot of thought needs to be put into the design of a good mmorpg since they are a far more social game then say "Counterstrike". All in all we just need good game designers that think things through and learn from mistakes.

    Sorry for the long rant, just bored here at work :)

    --
    I don't have a sig, can I borrow yours?