Theory of Laws in MMOs
I know I caused some trouble with this Puzzle Pirates thing, but it's a good case study. This post is long and rambling and unevenly written, so sorry about that.
Matthias really struck the heart of the matter when he said "The MMOG genre usually relies on the spirit of the game rule to ensure that as many people as possible have fun." This is where our difference in ideology lies, and everything is just a consequence of that.
Here's a random thought to chew on: "directly maximizing as many people's fun as possible is sometimes counter-productive." The CPL thinks you can maximize the spectator's experience by making rules about not hiding in corners in an fps game, but that will certainly lead to tournaments no one wants to play in or go to. "Maximizing the fun of as many people as possible" also smacks heavily of the "tyranny of the majority" concept. A majority might decide, for example, that Jewish people should be persecuted, that gay people should have fewer rights, and so on. Allowing those things would "satisfy the most number of people." (This is by definition, since in this hypethetical we're saying the majority wants these oppressive things.) So in the United States, we have rules to protect minorities from the "tyranny of the majority." There are some things that the majority doesn't get to push on other people, at least not so easily.
So does this system of rules we have in the US fail at "maximizing the fun/happiness of the majority"? After all, the majority might want to do something, and they can't. Yet...if they could, then the damage to the world or the society might be so great that no one would end up being happy.
Also note that "protecting the rights of the individual" are important in the above concept. Individuals have a few rights that are important enough that they can't be trodden upon just if the majority wants to. Also note that the things the majority can't do is a relatively small set. The majority is free to pass all sorts of laws about all sorts of things, as long as they don't violate the important, small set of "constitutional rules."
So now I offer you two possible systems of rules for MMOGs.
System 1: Sirlin's Pro-Individual Laws
A) The point of this system is to give the players as much freedom as possible. This system asserts that to do otherwise is counterproductive to creating a community. Players are free to pursue anything in the game they like, whether or not it was intended by any game designer, and whether or not anyone else thinks they should pursue them...as long as they act within the rules of the game.
B) The game creator asserts that there are a very few areas where the rights of the indivdual need to be secondary. Any behaviors that crash servers, for example, are not allowed, even if the method uses only "legal" moves. An exploit that produces or "duplicates" in-game money or very valuable items is also in this realm, as such a behavior leads to immediate, irreperable harm, even when done through "legal" moves. The game creator does have room for discression here, and the rules are on purpose somewhat nebulous. Stopping game-destroying bugs is more important than individual player's rights.
C) There is a large class of behaviors that seem "unfair" or "too good" and yet are technically legal and that do NOT fall under the above paragraph's "emergency powers." Examples from World of Warcraft would be a method of splitting linked monsters so they can be fought one at a time; the advantages of fighting on rooftops where city guards cannot reach you; using a warlock and rogue combo to pull a boss to an area where the fight is substantially easier; using the build-in macro system to backstab with a sword, even though the designers only intended backstabbing with daggers, and so on. These behaviors provide advantages to some individuals, but they are not world-shattering. They also make other players "unhappy" and sometimes feel "griefed." But that's the price everyone pays to play in a free system where seemingly arbitrary codes of conduct are not used.
D) When exploits are discovered, the game creator must decide whether they are "world-shattering" or not (ie, if they fall under paragraph B or C). If they are not world-shattering (and the overwhelming majority of all exploits are not), then the course of action should be to quietly fix the exploit. Players who use the exploit in the meantime are not punnished at all, as any such system of punishment creates too much burden on the behalf of players. Players should be allowed to use all legal moves available to them, as long as they do not violate paragraph B. If the game creator discovers a world-shattering exploit, then the course of action is to immediately announce that all users of this exploit will be warned in-game, then banned. In the meantime, the creator will fix the problem as soon as possible.
System 2: The Pro-Group Laws
A) The point of this system is to protect the "fun" of the largest number of people. A very few people always ruin the fun of the many, so the few should either stop doing that or be kicked out. It's impossible to list all ways that someone could make someone else unhappy so the rules are left intentionally vague. Note that this system is basically the same as System 1, except that Paragraph B) of System 1 is expanded to include almost everything.
B) If enough people are unhappy about a behavior and/or if the game creator is unhappy about a behavior, then the "spirit of the game" rule can be invoked at any time to legislate out otherwise legal moves. This means that these behaviors are still possible to do by using only legal game rules, but doing them is prohibited and leads to a warning, then a ban.
C) Somehow, the creator must maintain an even hand. There are so many gray areas that enforcing gray-rules fairly and evenly without discrimination or internal corruption becomes a major concern. Players are also faced with an artificial set of nebulous rules on top of the actual coded game rules. Even though Sirlin highly frowns on additional artificial rules of almost any kind, the creator feels negatives are outweighed by the positives of satisfying "the majority." Individual rights of players never existed in the first place since the creator owns the universe. If a minority enjoys riding the edge of rules but they are causing trouble, then there is no problem with banning them, as the majority is what matters.
What type of community will develop under each of these rulesets? Is one ruleset better than the other if you had to start a new government in a new country (and you weren't allowed to choose democracy)?
--Sirlin
Matthias really struck the heart of the matter when he said "The MMOG genre usually relies on the spirit of the game rule to ensure that as many people as possible have fun." This is where our difference in ideology lies, and everything is just a consequence of that.
Here's a random thought to chew on: "directly maximizing as many people's fun as possible is sometimes counter-productive." The CPL thinks you can maximize the spectator's experience by making rules about not hiding in corners in an fps game, but that will certainly lead to tournaments no one wants to play in or go to. "Maximizing the fun of as many people as possible" also smacks heavily of the "tyranny of the majority" concept. A majority might decide, for example, that Jewish people should be persecuted, that gay people should have fewer rights, and so on. Allowing those things would "satisfy the most number of people." (This is by definition, since in this hypethetical we're saying the majority wants these oppressive things.) So in the United States, we have rules to protect minorities from the "tyranny of the majority." There are some things that the majority doesn't get to push on other people, at least not so easily.
So does this system of rules we have in the US fail at "maximizing the fun/happiness of the majority"? After all, the majority might want to do something, and they can't. Yet...if they could, then the damage to the world or the society might be so great that no one would end up being happy.
Also note that "protecting the rights of the individual" are important in the above concept. Individuals have a few rights that are important enough that they can't be trodden upon just if the majority wants to. Also note that the things the majority can't do is a relatively small set. The majority is free to pass all sorts of laws about all sorts of things, as long as they don't violate the important, small set of "constitutional rules."
So now I offer you two possible systems of rules for MMOGs.
System 1: Sirlin's Pro-Individual Laws
A) The point of this system is to give the players as much freedom as possible. This system asserts that to do otherwise is counterproductive to creating a community. Players are free to pursue anything in the game they like, whether or not it was intended by any game designer, and whether or not anyone else thinks they should pursue them...as long as they act within the rules of the game.
B) The game creator asserts that there are a very few areas where the rights of the indivdual need to be secondary. Any behaviors that crash servers, for example, are not allowed, even if the method uses only "legal" moves. An exploit that produces or "duplicates" in-game money or very valuable items is also in this realm, as such a behavior leads to immediate, irreperable harm, even when done through "legal" moves. The game creator does have room for discression here, and the rules are on purpose somewhat nebulous. Stopping game-destroying bugs is more important than individual player's rights.
C) There is a large class of behaviors that seem "unfair" or "too good" and yet are technically legal and that do NOT fall under the above paragraph's "emergency powers." Examples from World of Warcraft would be a method of splitting linked monsters so they can be fought one at a time; the advantages of fighting on rooftops where city guards cannot reach you; using a warlock and rogue combo to pull a boss to an area where the fight is substantially easier; using the build-in macro system to backstab with a sword, even though the designers only intended backstabbing with daggers, and so on. These behaviors provide advantages to some individuals, but they are not world-shattering. They also make other players "unhappy" and sometimes feel "griefed." But that's the price everyone pays to play in a free system where seemingly arbitrary codes of conduct are not used.
D) When exploits are discovered, the game creator must decide whether they are "world-shattering" or not (ie, if they fall under paragraph B or C). If they are not world-shattering (and the overwhelming majority of all exploits are not), then the course of action should be to quietly fix the exploit. Players who use the exploit in the meantime are not punnished at all, as any such system of punishment creates too much burden on the behalf of players. Players should be allowed to use all legal moves available to them, as long as they do not violate paragraph B. If the game creator discovers a world-shattering exploit, then the course of action is to immediately announce that all users of this exploit will be warned in-game, then banned. In the meantime, the creator will fix the problem as soon as possible.
System 2: The Pro-Group Laws
A) The point of this system is to protect the "fun" of the largest number of people. A very few people always ruin the fun of the many, so the few should either stop doing that or be kicked out. It's impossible to list all ways that someone could make someone else unhappy so the rules are left intentionally vague. Note that this system is basically the same as System 1, except that Paragraph B) of System 1 is expanded to include almost everything.
B) If enough people are unhappy about a behavior and/or if the game creator is unhappy about a behavior, then the "spirit of the game" rule can be invoked at any time to legislate out otherwise legal moves. This means that these behaviors are still possible to do by using only legal game rules, but doing them is prohibited and leads to a warning, then a ban.
C) Somehow, the creator must maintain an even hand. There are so many gray areas that enforcing gray-rules fairly and evenly without discrimination or internal corruption becomes a major concern. Players are also faced with an artificial set of nebulous rules on top of the actual coded game rules. Even though Sirlin highly frowns on additional artificial rules of almost any kind, the creator feels negatives are outweighed by the positives of satisfying "the majority." Individual rights of players never existed in the first place since the creator owns the universe. If a minority enjoys riding the edge of rules but they are causing trouble, then there is no problem with banning them, as the majority is what matters.
What type of community will develop under each of these rulesets? Is one ruleset better than the other if you had to start a new government in a new country (and you weren't allowed to choose democracy)?
--Sirlin
