To Kill An Avatar 44
Thanks to Legalaffairs.org for their new article called 'To Kill An Avatar', discussing lawmaking in online worlds. Although this is an often-explored subject, some interesting examples come up, such as a case in which "..an avatar [in virtual world There] put up a 'For Sale' sign in front of a house that he didn't own.. the scam artist collected some serious Therebucks (the currency of There) before the creators of the world discovered what was afoot and took corrective action." The article concludes without much hope of resolution: "You could make a virtual world without the possibility of crime - but it would probably be about as dynamic as Pong or Tetris.. by creating virtual lives, investments, and freedoms, we create the conditions for virtual crime."
Well, in the real world... (Score:5, Interesting)
welcome to the real world ... (Score:5, Interesting)
Re:welcome to the real world ... (Score:1)
For example:
the game could have a system through which the players build up a government, and that government would have the ability to setup law enforcement. Law enforcement would then be a profession that people choose to perform (as someone said in a past thread on a similar subject, like the Crimson Guard in
Re:welcome to the real world ... (Score:1)
Who watches the Watchers (Score:2)
powers which of course would inevitably be abused
Then you need a Police Complaints Authority / Internal-Affairs Dept, they need to watched too so a Police Oversight Committee, and on and on.
Re:Well, in the real world... (Score:3, Interesting)
In soviet UO, PKers don't bother YOU! (Score:2)
On the other hand, there is the fairly large problem of "griefers" ... can you even reconcile these two ideas ?
Ultima Online solved it by banishing player-killers to a separate realm.
Re:Well, in the real world... (Score:2)
Re:Well, in the real world... (Score:1)
Re:Well, in the real world... (Score:2)
It's time... (Score:5, Funny)
Re:It's time... (Score:1)
.hack//SIGN and virtual lawlessness. (Score:3, Insightful)
The Crimson Nights (Score:1)
I swear we were talking about the Crimson Knights just this past Sunday [slashdot.org]. That's two Crimson Knights comments in 4 days.
Re:The Crimson Nights (Score:1)
Personally, I like the fact that the show not only handles the idea of self-policing, but also shows that there is an extent to which the Crimson Knights still can not handle every possible circumstance (ie the fact that Tsukasa (and possibly others) can travel through the World in ways that are not supposed to be possible). That and the fact that at least one person in the hierarchy has some access to t
Re:.hack//SIGN and virtual lawlessness. (Score:2)
Divine Intervention over petty larceny? (Score:5, Funny)
Now that's what I call a full-service Universe!
Religion (Score:1)
Jews and Christians say the same thing happens occasionally in this world as well.
In the religions that form in the worlds of Xbox games, is there a god named "Bill"?
There is Silly... (Score:2)
Rule Number One (Score:4, Funny)
The PEOPLES court (Score:4, Funny)
What if every punk on Counter Strike could have charges pressed on them for acting like a complete git?
"LOLZ I 0\/\/|) j00!"
"Oh you think so? BAM! eat Subpoena 1337 boy! your going jail!"
"|\|00000000! "
Expected stuff (Score:3, Insightful)
IMO there's *more* "crime" online than there is in the real-world - why? Because what's the worse that can happen to you? Get banned? Yah, that's about it. For games with a persistent character, this is a somewhat effective deterrent (see Everquest). But really, this won't stop many people from ruining other people's online experiences.
You are under matrix control! (Score:1)
Every inn has a dark, shadowy corner (Score:3, Insightful)
As far as exploiters go, you find them in every MMORPG. Those who push the limits of every game-enforced law or rule, to gain an advantage over their fellow players. I would like to see a system that encompasses this, similar to moderation on a board. A panel of GMs could monitor the shady activities that go on, and adjust the player's game experience accordingly. A particularly devious game designer could even incorporate specific exploits into the system to draw those who are attracted to working on the fringes of the "law". I believe it would enhance the roleplaying experience for those not inclined to walk the bright, straight, and narrow path, thus leading to a higher subscription rate overall.
You're never going to get rid of the cheaters. But since they're there already, why not make it a player class?
Wynter
Re:Every inn has a dark, shadowy corner (Score:1)
Virtual Life (Score:1)
Oh to chat (Score:1)
And that's exactly what would be missing from There (for me)--the people in my real life. I don't use IM to meet new people--I use it to talk to the people I already know (or meet in real life). I
OOC (Score:1)
It would be absolutely fantastic to interact with those people I know in real life in a[n online] world
It would be way too easy to slip up and fall Out Of Character.
Very old news and equally old ideas (Score:1)
Virtual rape = RL sexual assault (Score:2)
Re:Virtual rape = RL sexual assault (Score:1)
Re:Virtual rape = RL sexual assault (Score:1)
Re:Virtual rape = RL sexual assault (Score:2)
After all, it's just text on a screen, and maybe a picture. You can always ALT-TAB out of it. That doesn't work so well for real rape.
Re:Virtual rape = RL sexual assault (Score:2)
but that's precisely the point of making the games as immersive as possible, so that people WILL feel a distinct connection to their character. if you DON'T feel something when someone does something to your character, then the game obviously isn't doing its job.
that said, comparing actual rape to virtual rape is like comparing a simple auto accident with scrapes and bruises to a GTA-style mass hit and
Re:Virtual rape = RL sexual assault (Score:2)
If the game designers don't want virtual rape in their game, then they are perfectly empowered to make it impossible. If they have not done so... it is part of the game.
If there is a game that incorporates things that you do not like (ie griefers in The Sims Online) don't play the game. It's a really simple, 100% effective solution.
Re:Virtual rape = RL sexual assault (Score:2)
From the article, I get the impression that the offender hacked the game to make it possible, or at least easier ("used a coding trick to control them and then sodomized them").
Re:Virtual rape = RL sexual assault (Score:2)
Yeah. That's why I didn't bother replying to your original post. You've made a statement that makes zero sense to me. Why not say, "Books about sexual assault = RL sexual assault"? Or even, "Leafy greens = RL sexual assault"?
If you're going to say two unrelated things are equal to eachother, you're going to have to explain yourself a little better. Not only is virtual rape not sexual assault, it's not even assault. You mi
Some online games almost have a system (Score:2, Informative)
Comments that are better late than never (Score:3, Insightful)
1) Some people like to cause trouble.
A virtual world is, as one friend put it, a place where he can do bad things without fear of having bad things done to him. In other words, he sees his avatar solely as a distraction at $10/month, but others see it as blood/sweat/tears and really identify with their avatars. Thus, they have more to lose, and therefore he gets all the power. And he enjoys abusing that power -- something he can't easily do in real life.
2) Some people like to complain.
You will, in every virtual and non-virtual place, find people that will complain about anything. If the game is too hard, they complain. If it's too easy, they complain. If they report a bug that isn't fixed by the time they form their next (first?) coherent thought, they complain. These people must be ignored, and they exist en masse in MMORPGs and always migrate to the fansites and post in ALL CAPS ALL THE TIME WITH LOTS OF !!!!!!!. In general, I pity them because they have no control over anything in real life.
3) Virtual police do not work.
Some people do not like to play vs other players (pvp). Others find this the only exciting thing in games -- AI always fall short, but fighting real people can be a tremendous challenge. But what happens when a pvp-er attacks a non-combatant? The NC feels violated. Combine a pvper with #1, and you have a serious griefer. So let's say a bunch of folks get together to punish this person. The result is that a bunch of other people get together to punish the law enforcement. In real life, law enforcement usually has superior firepower... not so in virtual worlds.
4) There is no stealing in virtual worlds (generally).
Rarely do virtual words add the ability to steal, except in worlds where you can hunt down the offending thief. All other cons are just that: cons. If you get tricked into dropping your Dragon Platemail of the Elements, it's your loss. Many people risk their character's reputation to con other characters, and it can be a lucrative business. Never underestimate the greed or the ignorance of your fellow player. This has real world implications, because that dragon platemail can be sold on ebay for $100. I am waiting for the day someone is sued or actually hurt in real life for conning or exploiting someone in a game. I've heard rumors that it's already happened. Some games have made conning against the Code of Conduct, and will ban or delete characters that don't keep their words. But this has the problem of enforcement, and usually there is no way to appeal. Remember we're talking about items that may have real world $ value, and it's being decided by some random droid on the other end of a computer. Judge/jury/executioner, and usually no process of appeal. No thanks.
5) If it can be exploited, it will be exploited.
The physics of a game are coded very strictly, where players must be rewarded or they'll stop playing (and take their monthly fees with them!). So, things must be attainable by the normal player, yet things must remain challenging. There are people out there that will run the math and find the lowest cost:benefit, then do that. They see optimizing character advancement as the challenge, and are not interested in socializing or anything else. Maxing a character means winning the game. But these people are usually thwarted at every opportunity by the game manufacturers, which IMHO is a bad idea. What happens is that, in the attempt to thwart these people, the game manufacturers screw the normal player.
I realize this doesn't paint a very nice picture of MMORPGs, but remember that these are the difficulties that designers face. Some of the advantages is that they provide wonderful places to meet people with similar interests in a virtual environment, where you can present yourself as whatever you want. Some try to roleplay, some don't care. Some play the opposite sex, some tr
A Tale in the Desert (Score:2, Interesting)