<?xml version="1.0" encoding="UTF-8"?><rss
version="2.0"
xmlns:content="http://purl.org/rss/1.0/modules/content/"
xmlns:dc="http://purl.org/dc/elements/1.1/"
xmlns:atom="http://www.w3.org/2005/Atom"
xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
> <channel><title>Comments on: The evil we pretend to do</title> <atom:link href="http://www.raphkoster.com/2005/12/30/the-evil-we-pretend-to-do/feed/" rel="self" type="application/rss+xml" /><link>http://www.raphkoster.com/2005/12/30/the-evil-we-pretend-to-do/</link> <description>Raph Koster&#039;s personal website: MMOs, gaming, writing, art, music, books</description> <lastBuildDate>Sun, 12 Feb 2012 06:02:55 +0000</lastBuildDate> <sy:updatePeriod>hourly</sy:updatePeriod> <sy:updateFrequency>1</sy:updateFrequency> <generator>http://wordpress.org/?v=3.3.1</generator> <item><title>By: Jake</title><link>http://www.raphkoster.com/2005/12/30/the-evil-we-pretend-to-do/comment-page-2/#comment-3026</link> <dc:creator>Jake</dc:creator> <pubDate>Tue, 28 Feb 2006 01:07:20 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=232#comment-3026</guid> <description>I find the mmorpg experience isnt quite as bad as it is being made out here. sure, in wow players of the other faction are little more than an object of mild amusement or annoyance by ganking. but the game goes on.
A highly imperialistic (or more precisely feudal) game would be travian, a free browser based web game. There are no npcs to aim your aggression towards, every gain for you is a loss for another person and often coupled with an ingame pm, usually begging or threatening. Often in another language at that(thank you bablefish). Why would a player steal from another player when the resources can be grown? to deny those resources to other players that would have taken them, of course. This is a fevered race to gain catapults, the medival version of nuclear arms, which can hold opponents in unwinnable situations often resulting in people quitting and restarting.
it is indeed a matter of perception, why would I cause another player so much grief that he has no other sensible option than quit and restart? necissary evil? or perhaps it is basic human nature and therefore fun (for the few at the top, while they are at the top)</description> <content:encoded><![CDATA[<p>I find the mmorpg experience isnt quite as bad as it is being made out here. sure, in wow players of the other faction are little more than an object of mild amusement or annoyance by ganking. but the game goes on.</p><p>A highly imperialistic (or more precisely feudal) game would be travian, a free browser based web game. There are no npcs to aim your aggression towards, every gain for you is a loss for another person and often coupled with an ingame pm, usually begging or threatening. Often in another language at that(thank you bablefish). Why would a player steal from another player when the resources can be grown? to deny those resources to other players that would have taken them, of course. This is a fevered race to gain catapults, the medival version of nuclear arms, which can hold opponents in unwinnable situations often resulting in people quitting and restarting.</p><p>it is indeed a matter of perception, why would I cause another player so much grief that he has no other sensible option than quit and restart? necissary evil? or perhaps it is basic human nature and therefore fun (for the few at the top, while they are at the top)</p> ]]></content:encoded> </item> <item><title>By: Main Page - MUSM</title><link>http://www.raphkoster.com/2005/12/30/the-evil-we-pretend-to-do/comment-page-2/#comment-2885</link> <dc:creator>Main Page - MUSM</dc:creator> <pubDate>Sat, 25 Feb 2006 05:24:00 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=232#comment-2885</guid> <description>&lt;!--%kramer-ref-pre%--&gt;[...] if (window.showTocToggle) { var tocShowText = &quot;show&quot;; var tocHideText = &quot;hide&quot;; showTocToggle(); }   [edit]Stuff to Consider  Dicta - Dicta are things we have generally agreed to be guidelines and certainties in our design.  [edit]Potential Systems  Mitigatable Factors  Psionics - Incorporated into the Transitional Vis system.  Physical fitness  [edit]Good Reading [edit]Raph Koster - Thoughts and Conclusions  The evil we pretend to do, by Raph Koster  Do levels suck? Part I, by Raph Koster  Do levels suck? Part II, by Raph Koster  &quot;levels push towards cooperative rather than competitive play&quot;  Do we therefore still want skill(s)? Skills, as done in Dragonrealms, are effectively levels in the above sense. (There&#039;s more to Koster&#039;s article than what I quoted; it&#039;s a beginning, not a conclusion.)  One of the most salient points is a very succinct reasoning as to why a content race does not and cannot work. Ask Kevin how oten his TrekMUSHs added actual content. I don&#039;t know the answer, but I can make a reasonable guess: almost never. The secondmost salient point is in his conclusion. =P   Ethics of Online Design  Of note. Ask Michael about this.  [edit]Economics  Economic Stages of MMOGs (The paper itself)  Economics and society  [edit]Culture and Creation  Constructed Languages (or conlangs)  World-Builders  On Creating an Earth-like Planet  [edit]Unattached References  History of Technology (Wikipedia)  [edit]Fiction [edit]Histories  Creation Story  Foundation Stories - Where did the things of today come from?  [edit]Why Stuff Works  How Magic Works  Mindscape - Only if Psionics is implemented  [edit]Factbook Data  Planetology - Astronomical Data, Rotation Speed, Revolution Time, Axis of rotation, etc.  Celestial Bodies - Moons, Constellations, etc.  Calendar (absolute) - Seasons, Weather Conditions, Major Planetary Events, etc.  Calendar (per culture) - Celebration Dates, Month and Year layouts, etc. Based on above.  Cultures  [edit]Cultural Idiosyncracies  Games  Card games  Dice games  Board games  Chess variants  Go variants   Bluff games   [edit]Systems [...]&lt;!--%kramer-ref-post%--&gt;</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] if (window.showTocToggle) { var tocShowText = &#8220;show&#8221;; var tocHideText = &#8220;hide&#8221;; showTocToggle(); }   [edit]Stuff to Consider  Dicta &#8211; Dicta are things we have generally agreed to be guidelines and certainties in our design.  [edit]Potential Systems  Mitigatable Factors  Psionics &#8211; Incorporated into the Transitional Vis system.  Physical fitness  [edit]Good Reading [edit]Raph Koster &#8211; Thoughts and Conclusions  The evil we pretend to do, by Raph Koster  Do levels suck? Part I, by Raph Koster  Do levels suck? Part II, by Raph Koster  &#8220;levels push towards cooperative rather than competitive play&#8221;  Do we therefore still want skill(s)? Skills, as done in Dragonrealms, are effectively levels in the above sense. (There&#8217;s more to Koster&#8217;s article than what I quoted; it&#8217;s a beginning, not a conclusion.)  One of the most salient points is a very succinct reasoning as to why a content race does not and cannot work. Ask Kevin how oten his TrekMUSHs added actual content. I don&#8217;t know the answer, but I can make a reasonable guess: almost never. The secondmost salient point is in his conclusion. =P   Ethics of Online Design  Of note. Ask Michael about this.  [edit]Economics  Economic Stages of MMOGs (The paper itself)  Economics and society  [edit]Culture and Creation  Constructed Languages (or conlangs)  World-Builders  On Creating an Earth-like Planet  [edit]Unattached References  History of Technology (Wikipedia)  [edit]Fiction [edit]Histories  Creation Story  Foundation Stories &#8211; Where did the things of today come from?  [edit]Why Stuff Works  How Magic Works  Mindscape &#8211; Only if Psionics is implemented  [edit]Factbook Data  Planetology &#8211; Astronomical Data, Rotation Speed, Revolution Time, Axis of rotation, etc.  Celestial Bodies &#8211; Moons, Constellations, etc.  Calendar (absolute) &#8211; Seasons, Weather Conditions, Major Planetary Events, etc.  Calendar (per culture) &#8211; Celebration Dates, Month and Year layouts, etc. Based on above.  Cultures  [edit]Cultural Idiosyncracies  Games  Card games  Dice games  Board games  Chess variants  Go variants   Bluff games   [edit]Systems [...]</p></div> ]]></content:encoded> </item> <item><title>By: Steve</title><link>http://www.raphkoster.com/2005/12/30/the-evil-we-pretend-to-do/comment-page-2/#comment-1359</link> <dc:creator>Steve</dc:creator> <pubDate>Tue, 17 Jan 2006 16:26:27 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=232#comment-1359</guid> <description>&lt;blockquote&gt;Raph: I’m more interested in why exactly we pretend this way.&lt;/blockquote&gt;
Well, from a practical point of view, we pretend this way because it&#039;s the easiest to implement on a computer. It&#039;s easy to do combat, it&#039;s easy to do logic puzzles (although there&#039;s little of that in most MMORPGs, as they cater to a mass market), and it&#039;s easy to make a static environment (which means there are no real consequences for your actions).
From a philisophical point of view, we pretend this way for the same reasons kids play cops and robbers or cowboys and indians.
But calling what happens in a computer game genocide is an insult to the victims of actual genocide.</description> <content:encoded><![CDATA[<blockquote><p>Raph: I’m more interested in why exactly we pretend this way.</p></blockquote><p>Well, from a practical point of view, we pretend this way because it&#8217;s the easiest to implement on a computer. It&#8217;s easy to do combat, it&#8217;s easy to do logic puzzles (although there&#8217;s little of that in most MMORPGs, as they cater to a mass market), and it&#8217;s easy to make a static environment (which means there are no real consequences for your actions).</p><p>From a philisophical point of view, we pretend this way for the same reasons kids play cops and robbers or cowboys and indians.</p><p>But calling what happens in a computer game genocide is an insult to the victims of actual genocide.</p> ]]></content:encoded> </item> <item><title>By: StGabe</title><link>http://www.raphkoster.com/2005/12/30/the-evil-we-pretend-to-do/comment-page-2/#comment-1313</link> <dc:creator>StGabe</dc:creator> <pubDate>Sun, 15 Jan 2006 07:11:48 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=232#comment-1313</guid> <description>For what it&#039;s worth two stories that relate well to the &quot;humanity&quot; of orcs in our virtual worlds are: &quot;The Soul of Martha, a Beast&quot; and &quot;The Soul of the Mark III Beast&quot; written by Terrel Miedaner and both collected in &quot;The Mind&#039;s I&quot; edited by Douglas Hoftstadter and Daniel C. Dennett.  These two stories do a very interesting job of exploring the boundaries of &quot;soul&quot; and what makes us empathize with other beings, be they animal or virtual.</description> <content:encoded><![CDATA[<p>For what it&#8217;s worth two stories that relate well to the &#8220;humanity&#8221; of orcs in our virtual worlds are: &#8220;The Soul of Martha, a Beast&#8221; and &#8220;The Soul of the Mark III Beast&#8221; written by Terrel Miedaner and both collected in &#8220;The Mind&#8217;s I&#8221; edited by Douglas Hoftstadter and Daniel C. Dennett.  These two stories do a very interesting job of exploring the boundaries of &#8220;soul&#8221; and what makes us empathize with other beings, be they animal or virtual.</p> ]]></content:encoded> </item> <item><title>By: moo</title><link>http://www.raphkoster.com/2005/12/30/the-evil-we-pretend-to-do/comment-page-2/#comment-1311</link> <dc:creator>moo</dc:creator> <pubDate>Sun, 15 Jan 2006 05:44:05 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=232#comment-1311</guid> <description>I haven&#039;t read the whole thread yet, but about the killing of child orcs... why is it that a child orc acts like an adult orc in the game?  Players treat it like any other mob (except maybe it gives less xp) because it *acts* like any other mob.
What if the child orcs squealed in terror and covered their eyes, or ran away screaming and pointing?  What if the adult orcs attacking you were clearly doing it to defend their terrified children?  What if the little child orc ran to his mother and she scooped the crying tyke up in one arm and attacked you with the other?
I submit that stuff like this would turn players off of the game.  They don&#039;t want to face the ethical dilemmas involved in killing off the parents of a cute baby orc.  They want to kill orcs perhaps because of the lingering hunter-gatherer instincts, or perhaps because it feels &#039;heroic&#039; (at least if they are Elite level 55 orcs guarding a Orc Boss), but most likely just because the game design is telling them to.  That&#039;s the mechanic--killing mobs for their money and loot and for the &#039;experience&#039; which is required to advance.
Question: Diablo I and II were enormously successful games based on the same hack-and-slash mechanic and the same randomized loot drops and XP and such.  But in those games you generally killed aggressive monsters or demons.  You weren&#039;t killing defenseless things, or &#039;proto-human&#039; things, or things that were just minding their own business.  What changed between those days and the days of the modern MMORPG?</description> <content:encoded><![CDATA[<p>I haven&#8217;t read the whole thread yet, but about the killing of child orcs&#8230; why is it that a child orc acts like an adult orc in the game?  Players treat it like any other mob (except maybe it gives less xp) because it *acts* like any other mob.</p><p>What if the child orcs squealed in terror and covered their eyes, or ran away screaming and pointing?  What if the adult orcs attacking you were clearly doing it to defend their terrified children?  What if the little child orc ran to his mother and she scooped the crying tyke up in one arm and attacked you with the other?</p><p>I submit that stuff like this would turn players off of the game.  They don&#8217;t want to face the ethical dilemmas involved in killing off the parents of a cute baby orc.  They want to kill orcs perhaps because of the lingering hunter-gatherer instincts, or perhaps because it feels &#8216;heroic&#8217; (at least if they are Elite level 55 orcs guarding a Orc Boss), but most likely just because the game design is telling them to.  That&#8217;s the mechanic&#8211;killing mobs for their money and loot and for the &#8216;experience&#8217; which is required to advance.</p><p>Question: Diablo I and II were enormously successful games based on the same hack-and-slash mechanic and the same randomized loot drops and XP and such.  But in those games you generally killed aggressive monsters or demons.  You weren&#8217;t killing defenseless things, or &#8216;proto-human&#8217; things, or things that were just minding their own business.  What changed between those days and the days of the modern MMORPG?</p> ]]></content:encoded> </item> <item><title>By: Raph</title><link>http://www.raphkoster.com/2005/12/30/the-evil-we-pretend-to-do/comment-page-2/#comment-1267</link> <dc:creator>Raph</dc:creator> <pubDate>Fri, 13 Jan 2006 19:58:43 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=232#comment-1267</guid> <description>Steve, I think you&#039;re misreading what I said.
&lt;blockquote&gt;I can hear the reaction already. “It’s just a game.” “That’s stupid.” “We’re just pretending.”
&lt;b&gt;I’m more interested in why exactly we pretend this way.&lt;/b&gt;&lt;/blockquote&gt;</description> <content:encoded><![CDATA[<p>Steve, I think you&#8217;re misreading what I said.</p><blockquote><p>I can hear the reaction already. “It’s just a game.” “That’s stupid.” “We’re just pretending.”</p><p><b>I’m more interested in why exactly we pretend this way.</b></p></blockquote> ]]></content:encoded> </item> <item><title>By: Steve</title><link>http://www.raphkoster.com/2005/12/30/the-evil-we-pretend-to-do/comment-page-2/#comment-1259</link> <dc:creator>Steve</dc:creator> <pubDate>Fri, 13 Jan 2006 16:10:04 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=232#comment-1259</guid> <description>I find it hard to take any accusations of genocide in MMORPGs seriously when a mob respawns soon after you kill it. If there were permanent changes in the game, sure, but in a static world the argument seems trite.</description> <content:encoded><![CDATA[<p>I find it hard to take any accusations of genocide in MMORPGs seriously when a mob respawns soon after you kill it. If there were permanent changes in the game, sure, but in a static world the argument seems trite.</p> ]]></content:encoded> </item> <item><title>By: Broken Toys &#187; Blog Archive &#187; The Second Opium War</title><link>http://www.raphkoster.com/2005/12/30/the-evil-we-pretend-to-do/comment-page-2/#comment-1232</link> <dc:creator>Broken Toys &#187; Blog Archive &#187; The Second Opium War</dc:creator> <pubDate>Thu, 12 Jan 2006 22:43:07 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=232#comment-1232</guid> <description>[...] Hmm. No, no parallels here at all, nope! [...]</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] Hmm. No, no parallels here at all, nope! [...]</p></div> ]]></content:encoded> </item> <item><title>By: CircleG Forum :: View topic - fascinating read...</title><link>http://www.raphkoster.com/2005/12/30/the-evil-we-pretend-to-do/comment-page-2/#comment-1181</link> <dc:creator>CircleG Forum :: View topic - fascinating read...</dc:creator> <pubDate>Wed, 11 Jan 2006 03:53:40 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=232#comment-1181</guid> <description>&lt;!--%kramer-ref-pre%--&gt;[...] This is the blog of an SOE MMO designer Raph Koster... please dont let this prevent you from reading the rest of this post!    I found a link to this article on stratics and followed it just as I was browsing the net, what I found was an absolutely fascinating article, but an even moreso fascinating follow-up discussion, which is not only educated but also quite civilsed.   If you are interested in MMOs at all, and think that we are only just scraping the surface of this form of entertainment, give this a read, I personally just went post after post, caught up in the discussion...   http://www.raphkoster.com/?p=232   cheers,  a._________________Burn the land and boil the sea, you can&#039;t take the sky from me.  -Theme from &quot;Firefly&quot;. Go watch Serenity. [...]&lt;!--%kramer-ref-post%--&gt;</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] This is the blog of an SOE MMO designer Raph Koster&#8230; please dont let this prevent you from reading the rest of this post!    I found a link to this article on stratics and followed it just as I was browsing the net, what I found was an absolutely fascinating article, but an even moreso fascinating follow-up discussion, which is not only educated but also quite civilsed.   If you are interested in MMOs at all, and think that we are only just scraping the surface of this form of entertainment, give this a read, I personally just went post after post, caught up in the discussion&#8230; <a
href="http://www.raphkoster.com/?p=232" rel="nofollow">http://www.raphkoster.com/?p=232</a> cheers,  a._________________Burn the land and boil the sea, you can&#8217;t take the sky from me.  -Theme from &#8220;Firefly&#8221;. Go watch Serenity. [...]</p></div> ]]></content:encoded> </item> <item><title>By: Lizard</title><link>http://www.raphkoster.com/2005/12/30/the-evil-we-pretend-to-do/comment-page-2/#comment-1172</link> <dc:creator>Lizard</dc:creator> <pubDate>Tue, 10 Jan 2006 20:41:29 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=232#comment-1172</guid> <description>Why do we play at it? Perhaps because it&#039;s better to play at it than do it?
It is not entirely unlikely that we (as a species) are genetically programmed for genocide -- to split the world into &#039;my tribe&#039; and &#039;everyone else&#039;, and to want to kill or conquer anyone in the &#039;everyone else&#039; category. But we also have these great big forebrains sitting on top of that hostile, animal, mind, which can suborn and alter that impulse. We can  seek to conquer with ideas -- religion or politics or economics -- rather than with swords. We can change who is &#039;us&#039; and who is &#039;them&#039; quickly and trivially, basing not on genetics or location but on ideology. And we can satisfy the impulse vicariously.
There is a certain sublime satisfaction in knowing you have conquered your foes -- whether it is wiping the last piece off a chessboard, staring at a newly-monocolor Risk board, or surveying the carnage at an orc camp. The part of the mind constantly screaming &quot;Kill the Other!&quot; is momentarily sated -- so you don&#039;t need to feed that hunger in any other way.
Also, let&#039;s face it -- most of us are pretty powerless in &#039;real life&#039;. There&#039;s very little room at the top. MMORPGS offer a &#039;top&#039; which anyone can attain with enough patience, or, if not, at least a very broad second tier. (Not everyone can be in the ultra-leet guilds, but anyone can usually make it to nearly there in most games I&#039;m familiar with.) The ability to exercise power and control virtually provides a very needed relief.
Lastly, let us not carry some analogies too far. One can easily see the falseness of dehumanizing Indians or Aborigines or what-have-you -- the conquered and exterminated people are *factually* human. But a digital orc is not. It is not being &#039;dehumanized&#039; or &#039;objectified&#039; -- it IS an inhuman object, a collection of numbers on a server somewhere. To draw too close a parallel between treating a human like an object and treating an OBJECT like an object is folly.
Consider that this is understood even subconsciously by players. Being killed by a griefer generates genuine rage, frustration, or a desire for payback. Being killed by an orc generates a sigh and a desire to learn to play a bit better (or stay out of that zone, or whatever). There is an intuitive understanding of the difference.
Now, when there&#039;s some sort of true AI behind these things -- not &#039;better pathfinding AI&#039; but &#039;HAL 9000 AI&#039;...then we&#039;ve got a moral dilemma.
BTW, Raph, what do you think of &#039;pure&#039; PVP games like Shadowbane or Planetside, where the majority of the targets are the avatars of actual human beings? Are these more or less &#039;genocidal&#039;?</description> <content:encoded><![CDATA[<p>Why do we play at it? Perhaps because it&#8217;s better to play at it than do it?</p><p>It is not entirely unlikely that we (as a species) are genetically programmed for genocide &#8212; to split the world into &#8216;my tribe&#8217; and &#8216;everyone else&#8217;, and to want to kill or conquer anyone in the &#8216;everyone else&#8217; category. But we also have these great big forebrains sitting on top of that hostile, animal, mind, which can suborn and alter that impulse. We can  seek to conquer with ideas &#8212; religion or politics or economics &#8212; rather than with swords. We can change who is &#8216;us&#8217; and who is &#8216;them&#8217; quickly and trivially, basing not on genetics or location but on ideology. And we can satisfy the impulse vicariously.</p><p>There is a certain sublime satisfaction in knowing you have conquered your foes &#8212; whether it is wiping the last piece off a chessboard, staring at a newly-monocolor Risk board, or surveying the carnage at an orc camp. The part of the mind constantly screaming &#8220;Kill the Other!&#8221; is momentarily sated &#8212; so you don&#8217;t need to feed that hunger in any other way.</p><p>Also, let&#8217;s face it &#8212; most of us are pretty powerless in &#8216;real life&#8217;. There&#8217;s very little room at the top. MMORPGS offer a &#8216;top&#8217; which anyone can attain with enough patience, or, if not, at least a very broad second tier. (Not everyone can be in the ultra-leet guilds, but anyone can usually make it to nearly there in most games I&#8217;m familiar with.) The ability to exercise power and control virtually provides a very needed relief.</p><p>Lastly, let us not carry some analogies too far. One can easily see the falseness of dehumanizing Indians or Aborigines or what-have-you &#8212; the conquered and exterminated people are *factually* human. But a digital orc is not. It is not being &#8216;dehumanized&#8217; or &#8216;objectified&#8217; &#8212; it IS an inhuman object, a collection of numbers on a server somewhere. To draw too close a parallel between treating a human like an object and treating an OBJECT like an object is folly.</p><p>Consider that this is understood even subconsciously by players. Being killed by a griefer generates genuine rage, frustration, or a desire for payback. Being killed by an orc generates a sigh and a desire to learn to play a bit better (or stay out of that zone, or whatever). There is an intuitive understanding of the difference.</p><p>Now, when there&#8217;s some sort of true AI behind these things &#8212; not &#8216;better pathfinding AI&#8217; but &#8216;HAL 9000 AI&#8217;&#8230;then we&#8217;ve got a moral dilemma.</p><p>BTW, Raph, what do you think of &#8216;pure&#8217; PVP games like Shadowbane or Planetside, where the majority of the targets are the avatars of actual human beings? Are these more or less &#8216;genocidal&#8217;?</p> ]]></content:encoded> </item> </channel> </rss>
