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Scientists, economists and psychologists love making models to understand things. A physicist will take a look at a real world phenomena and will write equations to describe what he thinks is going on. If the equation can then predict the real result, he's gained a better understanding of the world. Similarly, economists will create their models to try and understand the ebb and flow of the markets.
Society is an artificial construct, much like these models, but the difference is that we're living in it. When the game masters change the rules, we all have to adapt to the new conditions. Feds raised intrest rates? There you go. Bush cuts taxes and starts another war? Behold the consequences and adapt. Still, it can be tough to see the forest through the trees when you're living so deep inside the game.
I've been thinking about this sort of thing due to a game I've been playing, Eve-Online. It's a massive multiplayer space trading and combat game. What I find interesting is that the problems present in the game are just as human as we have in the real world. It gives one pause to think about the parallels.
1. The first issue is that the game is freeform. Nobody defines the goals for you, you get to decide what you want to do. You can be a combat pilot or a miner or an industrialist as well as a number of other minor professions. 2. The game demands cooperation. You cannot get nearly as far alone as you can with a group. Someone going in thinking he can be a Mad Max-style badass will find out that this is simply not possible. The lone wolf lives on borrowed time. So players are encouraged to form corporations for mutual cooperation. Several corporations can form and alliance, all for greater cooperation. 3. Aside from directly hacking the game client or threatening people in real life, there are NO LIMITS TO IN-GAME BEHAVIOR. This is by design. So social engineering, scamming, and thieving are ALL VALID TACTICS. The converse of that, of course, is that there are few limits on the retribution that can be directed to such people. Players who get their satisfaction from the pain and suffering of others are called griefers. 4. The game does have an actual economy running. Prices are determined by market forces. The designers do have some tools they can use to influence how the economy goes, stronger tools than the Feds possess, but they still don't have total control over how players behave. 5. The last point is actually the biggest scandal in the game. The game's developers are known to play the game. That's only to be expected! They created the whole thing because it's something they wanted to play. The only problem is that some of the developers are taking part in the largest in-game wars and are also cheating -- that is to say they are making use of knowledge and resources unavailable to other players. They will give industrial players blueprints for very rare and powerful equipment, magic battleships out of thin air, part the red sea and slay the firstborn of egypt. Now this kind of cheating is deal-breaking for the majority of players because who wants to pay their monthly subscription just to get spanked by someone with an "I win" button?
Personally, I find the exploration of personality to be fascinating. For someone who plays as a pirate in the game, it's not all Errol Flynn singing and dancing. You are attacking people and trying to steal their stuff. Because of the dynamics of the game, you have to really work to put your ship together and properly equip it. If you lose that ship, you're not replacing it in five minutes. Also, because of the design of the game, older players have the advantage of a greater familiarity with the rules of the game AND their character stats will be higher, plus they'll be flying better ships. So when a pirate attacks, he can really ruin the other guy's day. Player vs. player combat, PVP, isn't always consensual, as if two gentlemen agreed to step outside the club and engage in fisticuffs. PVP can be as unconsensual as a mugger in a dark alley. Now in real life the pirate could be an accountant or a college student but the game gives them the freedom to engage in a sadistic side of their personality. At the same time, other players may play as vigilantes or anti-pirates, looking for a fight but only against the outlaws.
But the personality interplay can become even more complex than that. Putting together a corporation requires some organization skills. This isn't just a simulation, you will be dealing with real people in your corporation and must coordinate their activities. towards whatever goal is set. You can see the rise of ego in some corporations and just see the parallels with Enron and other real world companies. The ego gets going and some decisions can be made from the crotch rather than the brain.
What really has me equating the game world and the Bushiness of DU is the scandal with the developers helping out one of the in-game alliances, basically making them an unbeatable force. For starters, you've got the connections angle. Our cultural myth says that anybody can start from the bottom and rise to the top. The same is supposed to be true in EVE. However, it's not what you know but who you know in both cases. Second, there's the way the game is supposed to be played and then there are the people who will bend and break every rule they can to get away with it. The Bush administration views rules and laws as obstacles to evade rather than guides for behavior. Even if they understand the spirit of a law, they will use the letter to evade that spirit. This reminds me of modern-day CEO's as well as the Bushies. Within the game, there are limitations of hardware and software that can be exploited to provide win conditions. You don't outfight your opponent, you cause lag on the server and he will eventually be force-logged off -- you then get to blow up his ship and claim victory. Not too different from how the GOP will enter into an election, lose fair and square, and then jiggle the rules to somehow get declared victor.
EVE is a whole lot smaller than the USA, even though the problems are all caused by common flawed humanity. People are trying to fix things in EVE. The tactics that work there might also translate to dealing with our own griefers and thieves.
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