Intelligent essays on the nature of Role-playing online over at Dancing Elephant that come with a dash of game theory, covering the gamut from MUDS to NWN to MMORGs. Specifically, this will be of interest to PW designers and DMs, but there’s plenty here for advanced players as well; here’s a sample:
This reminded me of Raph Koster’s seminal essay, “The evil we pretend to do”. I think that his colonialism and racism metaphor is a bit too strong, but he has a point. There are some MUDs; specifically certain MUCKs and MUSHes that don’t follow the diku tradition. There are a handful of NWN worlds that try to break out of the hardcoded diku model. Most MUDS, most NWN persistent worlds and virtually all MMOs follow the diku model. What is the main activity in diku style worlds? Unfortunately, it is butchery and theft.
Think about it for a moment. The core activity of a diku is a level of mass murder that would do a Nazi death camp guard proud and then… now we’re stepping up the heroics… robbery of the victims. Here is a tip. People don’t “drop” their robe when they keel over from a stab or gunshot wound. You have to remove the blood soaked garment from their still warm corpse. Your heroic and noble paladin is a whisker shy of being a Liberian warlord, if only because they probably don’t cannibalize the victims after robbing them. I’ll even go out on a limb and postulate that if a character could get experience points for it, you are guaranteed to see players justifying being a veritable General Buttnaked by saying that they are fighting evil. It’s no surprise that “evil” often takes the form of “nefarious” trappings like necromancy. How bad is a bit of necromancy after you have slaughtered an entire village? Given that even the good guys act like a murderous band of thieves, it is little surprise that the threshold for violence is low and that villainy – all too often – takes the form of being a jerk to other players instead of just to NPCs.
Players act this way because the world rewards them for it. Let’s look at a generic roleplay oriented NWN world for a moment. The live team (the GMs/DMs, builders and administrators) likely have a policy to the effect that roleplay is promoted over simply hunting. Then you look at the actual “hard” key performance indicators (KPIs) that the world uses to indicate character progression – usually experience points, money and items – and how they are gained. Hard KPIs are almost exclusively obtained via killing and looting. “Campfire” roleplay is a source of soft KPIs – general respect and forum kudos, but the reassurance that the world gives that it approves of your play style is withheld. If it is a source of hard KPIs (such as via direct DM granted xp), then it is only in relatively rare circumstances and is small in relation. I’ve heard stories of characters “leveling up” solely on “rp xp”, but I’ve never actually seen it. Perhaps Bigfoot and the Loch Ness monster level up this way.