Post by Morreion on Dec 29, 2009 8:25:44 GMT -5
How Virtual Worlds Mimic the Politics of the Real World (Wolfshead Online)
From the comments section:
Virtual worlds are ultimately about creating, administering and experiencing a system of governance. Every day millions of players enter virtual worlds and are subject to rules and policies laid down by game designers. Not only do designers have the same power as politicians in the real world, they act as tin-pot gods that can control the color of the sky and even alter natural laws of physics within their virtual worlds.
More importantly MMO designers are virtual social engineers. They dictate how economies will ultimately behave by setting drop rates and prices for goods. They also control mobility via the level system. They create the incentives, conditions and mechanics that influence what content players will experience in the game world. They can control how players will act and react by rewarding certain behaviors and punishing others.
Given that MMOs are a form of participatory entertainment, the game designer has a vested interest in ensuring that players are attracted to their worlds. The more a player interacts with the world and experiences some form of gratification, the more likely that player will continue to inhabit that world and keep paying the monthly subscription fee.
On the other hand, players may have a different goal then the game designer. The player, out of self-interest seeks the pursuit of their own happiness within that virtual world and on their own terms.
More importantly MMO designers are virtual social engineers. They dictate how economies will ultimately behave by setting drop rates and prices for goods. They also control mobility via the level system. They create the incentives, conditions and mechanics that influence what content players will experience in the game world. They can control how players will act and react by rewarding certain behaviors and punishing others.
Given that MMOs are a form of participatory entertainment, the game designer has a vested interest in ensuring that players are attracted to their worlds. The more a player interacts with the world and experiences some form of gratification, the more likely that player will continue to inhabit that world and keep paying the monthly subscription fee.
On the other hand, players may have a different goal then the game designer. The player, out of self-interest seeks the pursuit of their own happiness within that virtual world and on their own terms.
From the comments section:
Perhaps sports teams might be a better metaphor for describing how players approach the game. A lot of people pick one team (game) and root for it. A team with a winning season has fair-weather fans coming out of the woodwork to support it. People generally root for the same team that their friends do. They wouldn’t mind of opposing teams were wiped off the league. True fanatics stick with their team even during a losing season, hoping it’ll make a big comeback. Some psycho fans wish their favorite team harm if the team isn’t doing exactly what they want so that things “go back to the good old days.”
Seems to match pretty well with my experiences.
Seems to match pretty well with my experiences.