MMO Gaming - Virtually Too Real?
bippy writes "The Rocky Mountain News has an article about the evolving face of massively multiplayer online games. PC MMOGs have fostered debates about free speech, made money for people and been home to virtual and real crime. Or as the Rocky put it: 'In a time of global terrorism, high crime rates and world hunger, the virtual evils of a computer game are really trivial. But in a way, that's the point: Why do even our games have to be subject to crime, no matter how virtual?'" A spokesperson for Ultima Online comments on Electronic Arts' view of virtual crime: "EA owns your gold, your swords, your characters - they are all just digital bits. If your entertainment is to destroy other peoples' entertainment, you're going to be tossed."
EA owns your gold, your swords, your characters - they are all just digital bits.
Translation:
EA: pwn3d
I play EverQuest and ocassionally code in a Mud.
The grief of losing an item on which you used many hours of your Very Real time to obtain can be big.
As I have seen the player point of view and the administration point of view of a MMOG, I can say only this:
Nothing is virtual. Players are real persons. They use their real time to play. For the hardcore player their character is as real as the paycheck they receive for doing their more 'boring' job.
Yes, it is easy to toss a player with 'it's just a game, get over it', but anyone who has played any of these games know that it's not that simple.
When you play. Remeber; your virtual comrade/enemy is also a living, breathing person.
Bot Assisted Blogging
when someone KO me in a game.. there is pride at stake
Hey, that's my password you are typing
All your bits are belong to EA.
Don't buy EA, for great justice.
When the world first opened, players immersed themselves in a hedonistic world of sex and crime
later, they started playing the game.
The internet encourages anti-social behaviour some people. Who hasn't occasionally acted in a way over the internet that they wouldn't dream of doing face to face? Play any shooter and all you get is loud mouthed adolescents and pre-pubescents. MMORPGS add another mask to their personality, players can express their more repressed social feelings. Is it a small step from anti-social to criminal?
Anyway, it turned out to be different. It just turned out that huge, smart databases transformed MUDs and BBS games to have many real-world dynamics, and make the virtual world more exciting to some than the real world. And now they are forming relationships in the virtual world. Healthy for some, unhealthy for others.
But the success of different games over others shows that it's all about the gameplay.
The point of having a massively multiplayer game is so that large numbers of players interact, otherwise why not just make work like diablo where everyone just plays with people they have agreed to play with.
The point of making large numbers of people interact could be many things; however the G part of MMPOG means game, thus you might expect peole to treat it as a game and try to win. Now most MMPOGS don't actually have a way to win, so players make up their own rules. For some, winning and "beating the system" are the same thing, or at least, the interesting thing since the AIs have always been too simple.
So while stalking and calling names etc is certainly uncalled for, messing with other people seems to be the whole point of most MMPOGS. With guild v guild and kingdom v kingdom and pvp, what do you expect but that people will be competitive. And competition means winners and loser, and in an MMPOG thats one winner and a thousand losers.
So the games bring it upon themselves in a way, the unhappy newbies being picked on by the powergaming kiddies. Thats what they are designed to do, deep down. And since the rules arent written down anywhere, and in fact change randomly, who is to say what is legal and what is not, really, if the game lets you do it, it must be legal unless they tell you otherwise, and even then like in sports, is it only not legal if the umpire notices?
my favourite part ... A 12-year-old boy in South Korea stole $16,000 in real money from his father to finance his gaming addiction at a local cyber cafe.
My opinion, but that is just crazy.
Why wouldn't they? Virtual or not, the games, our lives are run and designed by humans. People are people in all their glory and faults. If your looking for utpoia online your looking in the wrong place.
The internet encourages anti-social behaviour some people
Quick and easy confirmation: read Slashdot comments with your threshold at -1. Obviously, those morons wouldn't say the same face-to-face: too big risk for a tiny, stupid, reward.
I read in the papers last year one of the South Korean MMOGs had an actual war, with thousands on either side fighting coordinated battles, complete with military hierarchies, to achieve solely in-game-decided game-relevant game-objectives.
--
Sal
Writings: saltation.blogspot.com
Wravings: go-blog-go.blogspot.com
The MMORPG 'A Tale in the Desert' is (in addition to a great city-building/RPG game) largley a social experiment where the players have opportunities to decide how the game-society should go about achieving most goals.
The developers have created tests in each of seven 'disciplines' that are flexible enough to be solved a number of different ways. Though blind, malevolent ambition is one way to get things done, the populace seems to have gravitated toward mature, cooperative solutions. This might be partially because of the 'legal system', which allows any citizen to create a legal petition to punish certain behaviour or change certain game mechanics. If 2/3 of the population agrees with the petition (and it's feasible for the developers), that punishment or change is performed or coded into the game.
Respecting the players by giving them this sort of control over the fate of their own society is a risky thing to do for the company, but I think it's paid off. ATITD is by far the most interesting and challenging game I've ever enjoyed.
--Owen--
Clay Shirky has an excellent article on his site about how online groups are their own worst enemy. Basically, he states that in any online community there will eventually come hordes of people who miss the point and spoil the fun for everybody. It's a great read for anybody who's ever been player-killed, trolled or flamed on the 'net.
I might add one exception I've found; puzzle pirates. When I tried this game during the beta testing, I thought I'd accidentally connected to the wrong internet or something. In general the users are helpful and benign, and there's hardly a mention of 'I w1ll 0wnz0r j00 f4gg0t!!'.
I ran a benchmark on my quantum computer, now I can't find it anywhere!
EA is wrong..
according to game theory and socialogy and physcology crime is just another way to play the game..the difference being is thqat for soem reason these grousp fo people do not normally have the correct tools to play the game in the correct way..
some choose criem to feed their family and etc..
by subtracting crime form the vr EA has set about to make the vr game unstudiable as far as human behaior..
It might be avaluable to have it thge other way
Don't Tread on OpenSource
I'm Troy McClure...you may remember me from such MMORPG's as "The Passion of the Christ Online" and "Latoya Jackson's Fiasco-World"...
"Music is everybody's possession. It's only publishers who think that people own it." - John Lennon.
Why do even our games have to be subject to crime, no matter how virtual?
Ummm, my friend, whom you don't know, told me he normally plays games while relaxing, late at night, sometimes real late... And during this relaxation period he may consume a few beverages which could hamper judgement...
So during this period of late night, beveraged game playing, he may do things that he may otherwise not do... or so he says...
This could also explain my, errr, his Karma...
(Whats really sad is I had to use google to make sure I spelt alcohol right, you'd think they would have that on the can somewhere)
As S. King pointed out, you have to feed the alligators of the sub-conscious. A polite society doesn't allow for poetic justice; it doesn't give you a space to let your id to roam free. The entire horror genre is dedicated to this idea.
Look at any moralistically repressive system, and you see the worst crimes imaginable being perpetrated. There is no escape valve. What do you expect?
The classics of horror were written during the most repressed times, and hardly ever do you see horror expanding during times of war. Why bother when people are already acting out in real life?
And as it is for games. The mere fact people are acting in an anti-social fashion suggests a need. You _could_ play nice, but people choose not to. Isn't playing PARANOIA still a social event?
Casual evidence suggests this is a step away from criminal. Kick in the doors to people's minds, and they tend to kick back. And it isn't pretty.
This is a good opportunity to study different rule sets and see what can encourage people to play fair and not turn to crime.
And not just rules, but what cultural elements make for a stable society. Crime in MMOG may turn out to produce some quality information.
Perhaps games can alter society faster than wars.
One perceived problem with many MMORPGS is that they do not allow or were poorly designed for player-vs-player contests. Ultima Online allowed this right from the very beginning, but was was completely unbalanced due to its open and realistic character design (no classes or levels, just a bunch of interesting skills), essentially rewarding people who wanted to find ways to exploit the awkardness in the design to take on other players. These people were essentially using loopholes in the rules to create their own game at the expense of others who did not know the unintentional (and unintuitive) rules. These loopholes are known as "exploits" and use of them is usually punishable by cancellation of your account, but they are often hard to spot.
Everquest avoided this altogether by simply disallowing players to take each other on. For many though, this leads to boredom. And boredom leads to trying to find ways around the restriction. Using exploits to affect other players indirectly (a form of hacking) is a game in itself.
Games like Dark Age of Camelot and Shadowbane were specificly designed for Player-vs-player combat from initial concept. While classes and levels are a disappointment to those seeking realism, they do allow excellent control of balance by placing some artificial limits on what abilities players can combine. Players attempt to tweak the characteristics of their characters for the best possible combination of features, but the games are becoming so complex now that if they are well-designed there will never be a single "best template" for any character. The best games of such type maximize both complexity and balance, allow players to beat up on each other, and preoccupy them with exploring the intended rules and not the unintended rules.
In the early days of UO, I recall that there were only two or three ways to develop a character for player-vs-player contests. Exploits were much more interesting, and use of them was considered "1337". In Shadowbane there are already so many interesting tactical and strategic avenues to pursue to get an edge over your opponents that using exploits seems positively childish. To label someone an exploiter is insulting.
vreeJack
"Will future ages believe that such stupid bigotry ever existed!" -- Ivanhoe
In the span of a few hundred million years, the Earth will become less and less habitable due to the expected changes to our giant stellar friend 1 AU away, and that's assuming an asteroid doesn't get us first. On this time scale, the evils of global terrorism, high crime rates, and world hunger are really trivial.
What good does it do if we stop terrorism, crime, and eliminate hunger, if we're still doomed to be completely annihilated in ~500 million years?
Okay, I know I'm going to take a hit on my karma for posting this, but the main reason for my post is to simply prove that it does no good to insult a pass-time that many gamers take seriously by calling aspects of its nature trivial in comparison to something else. Everything is trivial compared to the scenario I just described, just as indeed, I suppose video games are trivial compared to the concerns you described.
Now, would you go around telling people not to live their lives the way they do because we've only got ~500 million years left here on Earth? No, you wouldn't?
Then shut the hell up and let people enjoy a video game in whatever manner that wish, including taking its problems as serious as they wish to imagine them. It may not seem right, natural, or even healthy to you, but there are far worse things people can do with their time.
MMORPGs are an excellent way for the socially inept to form rather serious bonds of friendship, and end up living better lives because of it.
But I guess everyone should stop complaining about the faults of virtual worlds, or maybe stop playing in virtual worlds entirely, since it's so trivial in comparison to your examples. In fact, I think I'll turn in my Dark Age of Camelot account and join the police force right now! Thanks for your insight, buddy!
"To confine our attention to terrestrial matters would be to limit the human spirit." -Stephen Hawking
In Second life, the content player create, is owned by the player and not the company
This is totally against the grain of most online games where the company owns it all.
Additionally, they have started tying in real currency to the in game currency. I know this not unique, as Project Entropia does the same thing.
I personally hope this is the way games will go--giving ownership of virtual property to the players and allowing them to use it, sell it, convert for real $$$. I find these environments more enjoyable and rewarding that environments like Everquest, where Sony pretty much owns you.
OK here I'm with EA - you ruin the game for other players you can't play. It's their ball after all. If you spoiled a "real game" (something non-cyber) you'd expect to be ejected, right?
How is this different? Why do people think it's okay to ruin the game for other players? What about their rights? They have paid good money to play (real money) and enjoy the game. This is like someone who talks through the movie.
And this is happening in LOTS of games too, even Rainbow Six 3. I encountered some moron who though it was funny to stand in front of a door half way through the mission so we (the other players) couldn't complete it. Where did this guy get off? I just don't get it, spend all the money om an online game, just to ruin it for everyone one else playing. Okay the damage done was small, we moved off that server and contiuned, not so easy with other games, but still annoying.
Why can't we all just play the game and get along?
In order to sell their games, creators of MMO games must convince their audience that there is a reason to play the game, that there is something at stake. There is an illusion of power achieved once you reach the top. In order to achieve that power (or a perverted form of that power -- in the case of someone who simply ruins others' experience), there are people who are willing to do whatever is necessary, no matter the cost.
The problem isn't that the game is too close to reality, but in order to keep interest, it must maintain an illusion of certain aspects of reality, otherwise participants will either play only from time to time (as in a hobby) or realize that there is more to life than online gaming and find something better to do. Obviously game manufacturers make more money if more people play more often.
So we find scenarios in games where people form friendships and close relationships. We find cases where the "love" between two individuals is just as strong as in real life, and the consequences of breaking trust just as severe. We find cases where people have real envy, because the game creators create the illusion that there really is something worth envying. We find cases where people become attached to the things they "own" -- when they really own nothing.
Unless human nature is suspended during the course of the game, it's no surprise that crimes and other perversions will happen. And if that happens the game becomes no more interesting than tic-tac-toe or a first-person shooter.
Coz their idea of heaven would be making it hell for everyone else.
And people ask why God sends people to hell. I bet there's a limit to trying to change people against their will (given free will, and people being made in the image of God).
Perhaps hell is you, playing alone, for eternity.
Who said anything about Jocks, Preppies, Goths, or geeks? I don't recall anyone saying anything about being good at sports...
He's talking about antisocial behavior... sociopaths who prey on their fellow man and society in general. I happen to agree that those people are what's wrong with society, and that they should be appropriately sanctioned.
Now, those people can come from any social strata (you are making the mistake of equating social strata with social worth). Lots of working class joes volunteer at soup kitchens and work in their local churches... they probably do a lot more good (and proportionally give much more) than some upper-crust aristrocrat who throws a few thousand bucks at the problem and forgets about it. Social position doesn't necessarily have anything to do with being a sociopath... and I think sociopaths in online games deserve the same banishment they get in society.
For instance, in addition to revoking accounts, I'd support some kind of game "jail" arrangement, or even something more appropriate to the period (in a fantasy-themed game, throw them in the stocks in the center of town and let the people abuse them... that might teach 'em).
Even if a man chops off your hand with a sword, you still have two nice, sharp bones to stick in his eyes.
Most people when they see that cringe but let me defend myself. First off if you don't know this game read the whole post before you pass judgement.
... elite you were not beating these mobs. So most of the EQ community watched the news of the other guilds who could and awed at the most incredible items ever put out by Sony.
Fact of life/fake reality: The masses will never have access to the elite items in the game because they either don't have the ability to kill the mobs to get the items. They must either obtain it through "hand me downs" or buy it.
I made this possible for ANYONE in the game to get elite level loot. To give you an idea most people in everquest never see more than 20,000pp at one time in their bank account. Through luck and the situation I was in and the character class I was I could obtain almost anything people wanted in Planes of Power.
First, off all loot I obtained and sold was MINE and obtained solo without any assistance. I'm not one of the infamous earthbow sellers (if you don't know you don't need to know.
EQ has never been known to make the best decisions when changing how characters work and when releasing new expansions. Luclin... was a pathetic excuse... I'm not goign there. The first good decision was Planes of Power. The elite guilds needed a challenge and the rest of the game was nothing now.
99% of the Everquest world was alienated by their decision to please the elite guilds. There were around 20 zones or areas if you will. You could access 3 right off but had to beat certain mobs and get "flagged" to continue on. http://everquest.station.sony.com/power/ for more details.
Like I was saying, this basically alienated 99% of the people who play from continuing on. Unless you were highly organized and
A few items to mention are quest clothing/armor which would make your old armor look like a tin foil suit. Also bloodmetal earrings. This one was one of the most incredible items that ANYONE could wear. However, 99% of EQ had no access to it. Being an enchanter I can charm mobs and as it turns out I could charm a certain mob that could obliterate the rest of it's kin by simply giving it another weapon, hasting it by 70% and slowing the one it's attacking down. 1/5 dropped the gem needed for this earring. The rest of the pieces were trivial to obtain and so I started making these earrings.
Low and behold I was pumping them out like crazy to my guild. Then one of the people I knew in game offered me 70,000pp for one of these earrings. Since I'd been using my own materials and time to obtain and make these I was like sure. So bam, 70,000pp. Then i thought... geez... I always wanted a horse so I sold another and had 140,000pp. Mind you this is like making $100,000 in 2 days in the EQ world. I bought my horse and continued to collect the gems. I started to give half to my guild and sell the other half and sometimes I'd watch the auction channel and I'd see an old friend or someone I've heard of who was having a really bad time trying to make money to get something they want and I'd just give them an earring. I lost count of how many I gave away. Think of it. I was the only one the the EQ world who really knew about it and I was giving them away.
I mean, they weren't giving me anything to give the guild items. I didn't have to do it at all so I kept a few and soon amased over 1million plat in less than a week. About this time the need for "dummy" accounts came into play. That is, mage accounts that we can place all over the EQ world and use them to Summon us past a lot of wasted time. The problem was noone wanted to pay for these. I happened to know someone who bought platinum and sent my guild leader to him and thus it began. It's how we paid for 14 mage accounts that basically let us fly by any other guild that was trying to get mobs that dropped elite loot. It was fun, though bullish, but that's part of the EQ world. You MUST be like that or be walked over. Even the GM's wouldn't so anything. But typically if
"EA owns your gold, your swords, your characters" Replace "EA" with any of your favorite scarecrow, like government, employer, corporations, ISP, phone company... Customer handling in MMORPG may create a dangerous template of thoughts, too tempting for others... Better to be paranoid now then to regret later...
In the future, I'm going to invent a MMORPG where the world is a completely pale white background and all you do is sit in chairs and talk. You can't own anything, buy anything, hurt anybody, or offend anyone. The game box won't depict any blood, violence, sex, or other unacceptable behavior. It will also be a pale white color.
This game will ship on time, be under budget, work flawlessly the first time, and be programmed by american programmers. No one will hack it, because it will be such a small and boring program. Joe Lieberman and Phil Mushnik will applaud it for being a wholesome game the entire family can play. Parent advocacy groups will applaud the constructive nature of the game. Academics will appreciate the fact of the game will finally promote an open dialog among participants. Game magazines will praise it for being playable on older hardware.
I think we can learn a simple lesson from our MMORPGs. Any society which bans all forms of hate speech, offensive material, prevents all thought-crime, and sterilizes everything is a world most of us wouldn't want to participate in.
The real world is nothing more than a long line of evolutionary computation, in an attempt to find the most optimum way of life. Did you think a couple game programmers were going to improve on it?
"EA owns your gold, your swords, your characters - they are all just digital bits. If your entertainment is to destroy other peoples' entertainment, you're going to be tossed."
The only record of my money in the bank is digital. If I take some of that money and play the stock market, I can do so by just transferring it. If I make money, it goes back into my digital account.
Does this mean I don't own my money? Hmmm...
If I'm having fun (in the real world or elsewhere) and someone makes a point of messing with me, it's harassment. Don't get hung up on how I have fun or whether you think it's fun or useful or not. I am free to pursue hapiness in whatever form I choose so long as I'm not interfering with others hapiness.
Of course, just as in the real world someone elses hapiness may depend on my being unhappy. But traditionally the line has been drawn there: the one overtly trying to mess with others loses.
So, to reiterate: virtual shmitual. You mess with people, you pay the price.
Cheers.
It's quite possible for a group of people to control access to rare and unique resources that can only be found in the PvP zones, and then turn those resources into very real income on EBay. I wonder if virtual murders in a game can make you a racketeer in the eyes if the law? It would be odd to hear about the FBI raiding someone's house because of their actions in a game, but they've done stranger stuff in the past.
I'm trying to teach myself to set people on fire with my mind... Is it hot in here?
"The fact you own a common space doesn't mean you can be automatically autocratic," Ludlow said.
I don't think of game makers as just people who own a virtual world. Since they created this "common space", that would kind of make them god. As god, they can conntrol, change and do to that world as they see fit. And if you piss god off, he will smite you.
This message was brought to you by the death of 30 brain cells.
So that when I get attacked by Orgres I have memorized the spells I need to vanquish him
Sorta like self defense classes
No sig for you!!
All it means is that players are now allowed to do what they do anyways: trade online goods for physical goods. The fact of the matter is that the universe is still solely the property of the company that created it. They are literally gods in it and can at any time make any change they like. They could, if they wanted, simply unmake the universe by shutting down the servers. Then all the digital bits you "own" do you no good since there's no universe in which to use them.
That's what people seem to misunderstand about MMORPGs. They are services. You agree to pay the company a monthly fee an abide by some rules, they agree to let you use their servers to play a game. However, the servers and the game that runs on it belongs to them. They can allow you to do what they wish, such as sell your virtual goods, but they can make changes to how that works at any time. A less severe example than discontiniing the service would simple be altering the game balance.
So let's say you work really hard to get a really rare item. You hang on to it, as it is appreciating in real value. However the game company meanwhile is evaluating the balance, and decided these items are simply too powerful, and so they change the stats on all of these items in the world, including yours. All of a sudden, your item isn't worth much. Or maybe, they just remove it from the game entirely.
So no matter how nice they are about letting you auction your stuff in game, ultimately, they own it all. If they decide to discontinue service or make changes, sorry, that's just how it goes.
Also, people need to stop trying to apply real world physics, values, social structures, and so on to a game. There are two major differences between real life and MMORPGs that make attempts to apply real world structures stupid:
1) Different laws of the universe. Things just don't work the same. In real life you kill someone, that's it, they are gone and, near as anyone can tell, not comming back. In most games they just pop back up in a different spot and maybe come back to kill you. Because of this, the whole concept or murder goes out the window, as does what it means. With different laws of the universe you'll have different constraints on what is right and wrong.
2) The presence of gods. There may or may not be a god or gods in the real world and that god may or may not interfere with what goes on. One thing is certain, if there is a god and they do interfere, it is in subtile ways. This is NOT the case in an MMORPG. There are gods, the developers and CS staff of the company, and they DO interfere in the game. They are all powerful too, they created the virtual universe, they can change it as they wish, they can even unmake it if they wish. Thus, they can lay out laws that a society wouldn't normally enforce upon itself.
I really wish that people would stop trying to insist that MMORPGs need to mimic reality. You want to make one that does? Great, be my guest. Go and set it up, and see how you do. But don't think that it's the only way or what all people want. Understand that games are more often than not made to be different, and that's a good thing.
Also realise that, as tha parent poster said, MMORPGs are released to make money. If 100 people go around doing something that is "realistic" or "how it would be in the real world" that makes 10,000 other paying subscribers angry, the game company is doing the right thing by putting a stop to it.
It might be offtopic, but I am so sick of people saying we live in a time of high crime rates. Crime is down. They are lower than ever before. Stop saying the opposite, because it is bullshit. Now my grandma is too scared to go out after dark, even though it is safer than 30 years ago. Sheesh.
Wasn't there a slashdot article the other day that said the opposite? That the problem with MMO games is that they have become single player games where you can chat with other players, and that there is less and less meaningful interaction between players?
I guess it just depends on what sort of game you are looking for. Some people want to play cooperatively against the computer. Some people want to have a virtual world, where competition between players is a strong part of that. Different games will appeal to different crowds.
The mud I used to play and really liked, had a very realistic feel to it. If you wandered into the wilderness, and fought something too hard for you to handle, you died. When you died, you started over with a new character. That's it, game over. Very harsh, but more realistic.
If you got stolen from by another character, you lost things. That's the way it goes. But, if they got caught, the soldiers would throw them in jail, and a templar would likely take all of their things. If they got caught murdering people, they were killed on sight by the guards. And the guards were pretty tough. You could get tough enough to take one, or maybe two if you were really good, but 4 or more would team you to death.
So there was crime, but if you stuck to the safe areas, that were heavily patrolled, you could successfully play a very non-competative character, where social interaction was all there was to the game. But for those that liked the seedy life, they could venture into the slums or the lawless wilderness.
There is a lot of potential to MMO Games. You just have to know what you want from one, and wht the designers have created to accomadate that.
Got Apathy?
1. EA's Attitude lately with statements like:
EA owns your gold, your swords, your characters - they are all just digital bits. If your entertainment is to destroy other peoples' entertainment, you're going to be tossed."
is just trash. I really can't stand them or anything I've bought from them recently. I'm not buying anything made by them this year. Not that they will care...
One thing I never understood about PvP vs Non-PvPers, why don't the non-PvP or social type people ever team up? It's like, most grief players are so anti-social they only have a few friends online, and most of the social type people run around in these huge cliques. Instead of securing a town or two and just PKing anyone that causes trouble they just whine to the GM's.
I don't understand the point of most MMO's nowadays anyway, the reason I would play a MMO is to get away from the real world. Who wants to play a MMO with a bunch of rules on how you have to act, and what you can and can't say. Shouldn't a game be about freedom?