One of the hidden attributes of philosophy is the realization that no matter how much stock you put into a theory, the chances of that theory ever being challenged by real world circumstances are so miniscule that such events will either never happen or happen so far after someone’s lifetime that criticism is irrelevant anyway. Well, let’s take a look at one of the fundamental concepts of political philosophy that even non-theorists are required to study ad nausea: Why do societies and civilizations come together in the first place?
We all know the Hobbes, Locke and Rousseau models that stem from these conversations, and we all know how one buys into one theory or the other as to why people get together and allow themselves to be ruled over, or why someone gains power in what should be an almost impossible act of acquirement. I mean, what rational person gives over his or her power to some total stranger all in the name of protection from danger and a desire to avoid loss of belongings or life? If you look at that dynamic today, it seems almost ridiculous because why should any normal person feel that others should be in charge of him or her just because one is a part of every day society? Political scientists like to think they have it all figured out, depending up on what their particular bent is on the theory, but what I’ve always found fascinating is how little the average person thinks about these things, because the average person is the one who gave up power in the first place and continues to do it on a daily basis every day he or she does exactly what government tells him or her to do.
But before going off on that tangent, who was right? Did we get together to create a society for the sake of community, or was it something even more basic like Hobbes projects, and we just got together because we’re scared to death of each other, feeling that we’re probably a lot better off with some neutral administrator than we are trying to fend for ourselves? Unfortunately, we’re so far into the game that we no longer have to even ask why we got into it in the first place. We’re incapable of getting out of it, so why should it matter why we got into it way back before we even started writing histories about it?
Fortunately, there was a stable platform where this question was being asked, and there were a lot of people participating to give us exactly the answers we might be seeking about this situation. To find the answer, we have to go to the one place that scientists are still apprehensive about going: Computer games.
The problem with trying to test political theories, or even just philosophical theories, with computer games in the past is that they have mainly been seen as an environment that gives us access to children, and of course there is the stigma that we are almost always talking about a game of some sorts. Thus, scientists avoid being seen in that medium, because it then indicates that their science isn’t scholarly, so we miss a lot of information that is both fascinating and ground-breaking. Fortunately, we’re a little more enlightened these days concerning such issues, so a lot of scholarly research is coming from the genre of computer games.
But even more important is that games have evolved into sharing an agenda with another one of those new areas for exploitation, and that is the world of social networking. With the advent of Myspace, Facebook and other networking tools, scientists are now finding themselves with access to a lot of social data that they only conjectured about before. In the past, a scientist would study a bunch of students at some particular college or series of colleges, almost to the point where we probably know more about sophomores in college than any other entity on the face of the planet.
But something new happened in the 1990s, and it passed by a lot of social scientists without them even realizing it was happening. One of these games that came along was called Ultima Online. It was created by a group of computer gaming professionals at a company called Origin, and it was the culmination of a series of medieval setting role-playing games, called Ultima, which had, at the time, recently received resounding success with its seventh version, Ultima VII. It would continue on with several other continuations, specifically Ultima VIII and Ultima IX, but when Ultima Online was released, it was to the fanfare that was created from the global success of Ultima VII, a game where you arrived in the world of Britannia as the immortal avatar, a human who has achieved a sense of full enlightenment and brings that enlightenment to the welcoming, and not so welcoming, people of Britannia. The originator of the series, and the owner of Origin, was Richard Garriott. He would come to be known as Lord British, the sovereign who lived within the lands of Britannia.
Ultima Online was one of the first graphically enhanced multi user dungeons, where many people could play the same game at the same time. To handle the expected player capacity, different “shards” were developed, which housed exact duplications of the world of Britannia. The explanation was that the wizard Mondain had broken a gem that shattered into shards, each one being a different representation of the known world. The entire world of each shard was identical, but once the game went live, the world would change demonstrably, so that if you lived in one shard, you might not recognize the environment in another. An example was an early misunderstanding of this fact when I found a house near the city of Yew that had a training dummy in it I could use to train my fighting skills. Being on another shard, and not recognizing this nuance, I found myself wandering that same area near Yew, wondering why I could not find the training dummy house, no matter how much I searched.
A feature that made Ultima Online unique was that you could be attacked by other players, if you were wandering around outside of the safety of a protected town. In town, the guards would kill anyone who committed a crime, like stealing or attacking another player without cause, but outside of their protection, you were pretty much on your own. In the game, they called this player killing, or “pking”. At one point, a new player would realize that leaving a city could be dangerous, and thus, would either stick close to town, or be very cognizant of surroundings when traveling.
This brought about an interesting dynamic that leads to the focus of this study. At one point, there was the realization that going outside of town might be dangerous, but there was an entire world out there to explore. Either you hid in town and missed everything outside of town, or you took a chance. In the beginning, you took a chance alone, and after some time, you were probably killed by someone who made his or her livelihood by preying on unsuspecting tourists. But slowly, something emerged that acted as a compensation to this sort of behavior: The player town emerged.
The player town was a collection of self-made homes that its owners banded together to create a small society. Leaders were elected, commerce was developed and encouraged, and, most importantly, security was developed. Players did not have the advantage of automated guards appearing in their towns when criminals appeared and acted in such interests, so players had to become the guards themselves, often serving as militias that acted against anyone who worked against the interests of the town. As these towns grew stronger and larger, the security they offered grew as well. If a town member was attacked near town, the town militias would band together and go after the pkers. Eventually, these militias became armies, and from time to time, an attack against town members, or to people allied to the town, would result in a force of players who would travel to the power base of those who orchestrated such negative actions, often leading to deadly force.
In a very short time, players banded together and created small civilizations within the game that had their own leadership, and quite often their only reason for banding together was the protection of all. Others would join to engage in safe commerce, because it was often difficult to find customers outside of major cities, but customers often sought out player cities rather than game-run cities as the venders in player cities were a lot more accommodating to dealing economically than a system that was mainly computer driven (the major cities, which would not allow the placement of player venders).
For years, this was the model of city creation in Britannia. Some cities rose or fell based on how they handled outside elements. Some of them became famous, while others lasted mere moments before disappearing forever. An example of one of these cities that lasted for several years of renown was Shannara, named after the famed novels by Terry Brooks. This was also one of the cities that serves as an excellent case study for the changes that occurred after the introduction of Trammel.
Trammel is one of those concepts that can lead a former Ultima Online player to immediately start frothing at the mouth. It is probably one of the most controversial moves an online gaming company has ever done, short of the New Gaming Experience that was introduced to Star Wars Galaxies by Sony Online Entertainment, which for sake of simplicity, changed an online game so drastically that it is still unclear to this day as to whether it saved or destroyed a game that was seriously suffering in its ability to maintain its player base. Players had been leaving SWG in droves over many changes made in the game by SOE over the years, and this was supposed to fix things, but the controversy over the drastic changes have divided that player community forever, often leading to vehement disagreements between current and former players.
But Trammel was an animal of a completely different nature. Ultima Online was attracting a lot of player killers in the game, and over a particular Christmas holiday season, the number of pkers and thieves, another annoying distraction to players in the game, increased drastically. The UO message boards were filled with angry players who demanded that Electronic Arts (the new owners of Origin who had pushed Garriott from the company after the purchase) do something about it. The result was Trammel.
Trammel was a mirror world of Britannia that was added to every shard. The player would cross through a portal to this new world, and it would be a place where pkers could no longer attack unsuspecting players, and thieves could not steal from anyone as well. Those desiring the player versus player experience could travel through the portal to the old world, now known as Felucca, and everything that happened in the past was still active in Felucca. But Trammel was safe.
So, the majority of the player base moved to Trammel. Felucca became a graveyard, which was fitting because the lands of Britannia were made to appear dark and forbidding, much like a graveyard. Very few players decided to remain in Felucca.
This killed player cities almost overnight because those that existed were now in the “dangerous” land, and some people made it a habit to not even visit Felucca anymore. Then, after a number of months, the developers of the game opened up housing spaces in Trammel in what was a huge land rush that rivaled the land rush that took place in the prairies of the great northwest of the United States. The evening that housing was turned on was an event itself, with almost the entire player base signed on to grab pieces of land that they were looking forward to, finally being able to put down a huge house instead of relying on tiny little houses that had been all that could be placed in what land was left of Felucca in the old days of Ultima Online.
After housing was opened up on Trammel, the first player cities were created there as well. Liberalis was one of the first player run cities to launch on the Napa Valley server. However, after it was created, it quickly died out. Then, with almost every city that came after, the cities lasted a short while and then were abandoned.
What was discovered was that the reason for creating player cities was gone. Without the danger of pkers, without needing a place where people could gather for safety, other than the game’s manufactured cities, there was no reason to put one’s effort into such areas. The guilds that were active during this period slowly dwindled away, players finding themselves playing other games instead of Ultima Online. There seemed to be little challenge left in the game; without a need to band together, the point of Ultima Online was pretty much lost.
Games like World of Warcraft and Everquest helped players of UO realize what was missing in the game, specifically quests and something to do. Ultima Online was one of the few sandbox games, meaning that the players made the environment, not the game designers. Without a need to band together to create societies, which was crucial in the older days of Ultima Online, there was really no reason to continue playing the game.
Ultima Online is still around today, but it is a shadow of its former self, many of its prominent players having gone onto different games, often brining their entire clans with them as well.
For political philosophy, the Ultima Online experience offers a unique opportunity to explore the nature of individuals to band together and create societies and civilizations. Unfortunately, few games since then have offered an environment that produces a similar necessity, so it is unknown if there will be an opportunity to view such a dynamic again. But it is important that social scientists keep their eyes on such possibilities, because like Ultima Online, those opportunities often do not last long, and once discovered can change so quickly that the opportunity may be lost before it was ever realized.
Labels: Computer Gaming, MMORPG, Philosophy, Politics
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