Much like Billy’s idea...

Lawrence Lessig On What MMOs Can Teach Us About Real Life Politics
https://seed-project.io/context/2019/1/25/lawrence-lessig-on-what-mmos-can-teach-us-about-real-life-politics
(via Instapaper)

Lawrence Lessig is a Harvard Law professor and a lifelong advocate for 
government reform; he’s argued a case before the Supreme Court, and for a brief 
time in 2015, even ran for President. Now, however, he’s taking on an unlikely 
task: Help design a video game.

As members of our community may know, Lessig is creating the political 
structure for Seed, our upcoming game in which players must collaborate (or 
compete) to rebuild society on a new, untamed planet. While the esteemed 
professor might not seem like an obvious choice for this role, this is actually 
his second stint as an MMO adviser: Back in 2002, he advised a startup creating 
a then-unknown virtual world called Second Life. His guidance helped make it a 
cause celebre for a time, attracting academics, theorists, and politicians 
curious to know what they could learn about the real world through an online 
simulation.

Lessig sees similar potential in the next generation of MMOs, which enable 
truly massive numbers of users to participate in the same, evolving 
environment. “Imagine,” he says, “virtual worlds with colonies with tens of 
thousands of players. People can say ‘I’m going to learn how to govern [in the 
real world] by governing a virtual world.’ I’d love to see if we can establish 
the relevance of that. Because obviously there’s a lot that needs to be 
learned.”

Lessig and I spoke late last November, when the full results of the US midterm 
elections were still being tallied. He found it depressing that votes around 
the country were being counted and recounted weeks after the actual election, 
and that the media had not anticipated the significance of absentee and mail-in 
ballots in their election day forecasts. The process, Lessig noted, “Evinced 
the deep infrastructural inequality built it into the system.” He worried that 
these results would increase frustration with the selection process, which 
would only intensify with the Presidential race in 2020.

“There’s a deep need of the American system to resolve itself,” as Lessig put 
it to me, “and I’m anxious that it will not resolve in time.”

Lessig’s design for the political system in Seed, which will shape how the 
virtual citizens of the game go about running their colonial settlements, 
reflect his thoughts on the many models of governance attempted on our own 
planet.

“I’ve basically been setting a framework of what a governing system would need 
to include, including an opportunity to select the basic system of government,” 
he tells me. In other words, players might choose to run their society as a 
representative democracy, a direct democracy, or even a dictatorship/monarchy.

One challenge Lessig and Klang is addressing is how much the game’s governance 
rules will be hardcoded into the programming, or get integrated into emergent 
gameplay. For example, as he puts it: “If you have a law that no one can wear 
blue shirts on Wednesday, who sets that?” Does the game simply make it 
impossible for citizens to wear blue shirts -- or alternately, if game 
characters disobey the law, are they publicly shamed by others in the 
simulation?

Lessig is also interested in possibly implementing an in-game process in which 
democracy doesn’t depend on voting: “I’m eager to experiment or enable the 
experimentation of systems that don’t need to be tied so much to election.” 
He’s thinking of a system described in the book Against Elections: The Case for 
Democracy, which argues that government officials might be randomly chosen, 
similar to the jury selection process, through a mix of volunteering and 
lottery. “I would like to see in games, at least, a wider opportunity to 
experiment with that system of election. I’d love to see people playing with 
that.”

And a system like this might be a good way to address the larger problem of 
democratic parties making choices based on vastly different news sources: 
“There’s a real question about how to make sure people are living with a common 
set of facts so they’re not living in epistemologically isolating universes,” 
as Lessig puts it. “You got people who are living in radically different 
worlds, and they don’t even understand the same facts, so they can’t even come 
to the same understanding.”

This last point would be intriguing to model. In most games which include 
simulated voting, the election results are largely based on aggregate sentiment 
-- how happy or unhappy the virtual population is with their economy, civic 
services, etc. -- but it can’t be shaped by fake news. (The Cold War-themed 
Tropico games, which include an ability to influence public opinion through 
propaganda, are a notable exception.)



Sent from my iPhone

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