Hey people, it's been a while. What have I been up to? Well, here's a 
little essay for you.

For those of you who don't know, I'm a computer game design student, 
and some of my recent thoughts have swung to  online worlds. I've 
been reading a lot of Design Dragon's (Raph Koster - 
http://www.legendmud.org/raph/) work, among  other things. Hence, my 
essay:


"Why are we going to hell, and why am I in this handbasket"

Firstly, a link for those who say "it's only a game" - 
<a href="http://www.legendmud.org/raph/gaming/essay1.html";>A Story 
About A Tree</a>. Online actions can touch lives  beyond the purely 
virtual. And of course, in some ways even a mailing list such as my 
first posting of this essay, Brin-L, is also an online community. A 
community is what the participants make of it.

So, in every online world, we can generally see the four types of 
player. Richard Bartle categorizes four types of player -

*Those who seek to interact with other people, or Hey people, it's 
been a while. What have I been up to? Well, here's a little essay for 
you.

For those of you who don't know, I'm a computer game design student, 
and some of my recent thoughts have swung to  online worlds. I've 
been reading a lot of Design Dragon's (Raph Koster - 
http://www.legendmud.org/raph/) work, among  other things. Hence, my 
essay:


"Why are we going to hell, and why am I in this handbasket"

Firstly, a link for those who say "it's only a game" - 
<a href="http://www.legendmud.org/raph/gaming/essay1.html";>A Story 
About A Tree</a>. Online actions can touch lives  beyond the purely 
virtual. And of course, in some ways even a mailing list such as my 
first posting of this essay,  Brin-L, is also an online community. A 
community is what the participants make of it.

So, in every online world, we can generally see the four types of 
player. Richard Bartle categorises four types of  player -

*Those who seek to interact with other people, or Socializers 
*Those who seek to dominate other people, or Killers 
*Those who seek to learn and master the mechanics of the world, or 
Explorers 
*Those who seek to advance within the context of the world, or 
Achievers

Most online communities and games seek balance between the types, at 
least to some extent. Even those MMO and MUD  communities which 
disallow direct player-versus-player conflict have these archetypes, 
even the Killers. Even the  beta of Disney's Toontown, which 
disallows even normal chat between players who do not know each other 
outside the  game has it's own forms of grief play, which can be 
exploited by the Killers. People are Broken, especially in online  
worlds where barriers on peoples behaviour demonstrably break down.

Ultima Online began as a world where the archetypes mixed. 
Admittedly, it was not a free association, and there were  limits put 
on where and how the Killers would strike, but strike they did if you 
were unwary or unlucky. But, outside  the cities, danger lurked � 
even if it was in many places slight. In time, this changed, and the 
worlds of the  Killers and of the other archetypes was split - not 
without some protests. Many at the time believed that the  community 
of socializers, explorers and achievers would be enough, for the 
killers were mostly excluded from the lands  where player versus 
player.

The community has changed, as a result. There are fewer killers in 
the old lands, and the community where killing is  forbidden, has 
changed. In the worlds of one long time player, who is an achiever, 
"The worst torture a hero can  endure is life in a world without 
evil, and devoid of those that need to be protected from it." The old 
urgency, the  old risk is gone. The community has, at least to some 
extent, stagnated.

In a great irony, there are now changed going into Ultima Online to 
entice non-PK's back to the world where they  might be slain, because 
it's the place where they can gain advantages unavailable anywhere 
else, and in return accept  the risk of being killed. An 
acknowledgement from the developers that separating the communities 
did not work.

And yet...that is the situation we face today. Not worlds within a 
game, this time, but the Games Themselves are  separating the Killers 
from the rest. At one end, Shadowbane is designed for the hardcore 
killers, not single buy in  groups -  Guilds - where the usual 
restrictions felt by people even in virtual worlds are eroded even 
further. On the  other end of the scale, games such as Starwars: 
Galaxies will only allow combat at specified locations and between  
different sides. No hunting, no-one caught up in unwanted combat.

The growth of the online community in itself will cause problems. 
Will Shadowbane attract large numbers of "grief"  PKers, who will 
guild together and quickly dominate the game? Certainly in some 
quarters that is the opinion of  people playing current MMO games. 
Certainly, the lure of a game where one teams up to kill other 
players will attract  people who are disruptive and unpopular within 
other communities. Expecting Killers to regulate their own numbers,  
especially in groups, is perhaps asking too much. Player Justice is a 
noble concept, but asking a community of  mostly Killers to do so?

Of course, will the l33t rush into Starwars: Galaxies, and try 
forcing the Killer archetype in the form of  various forms of grief 
play, in a game which wants to maintain the clean image of the 
Starwars Universe? Effectively, most Killers - are the risk they 
represent - are being excluded not only by the game system but by the 
nature of the game itself.

We see two worlds. Ultima Online's new proposals hope to some extent 
to reunite the two worlds, but is still does not  bring back the same 
mixing of the types - those who travel back to the lands frequented 
by PK's have still chosen to  do so. And now entire games are being 
built, seemingly, in one of those two lands - built around groups of 
PK's and  built essentially without PK's.

True, they are different games, but weeding out the killers removed 
the vital 
something in Ultima Online for many  people. Will that spark, that 
community, be sustained in the upcoming games, indeed if it ever 
visits 
them? Only time  will tell, and while new worlds they have fallen 
into an old 
trap. Remind me again - Why are we going to hell, and  why am I in 
this handbasket?

Spiral Light
also known as Dawn Falcon, Crick of Corpnews and Andrew Crystall
Dawn Falcon

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