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."
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.
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.
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!
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
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?
Hate me!