A model for resolving internal MMO disputes should
be built around the perspective of the player. A player primarily understands
the parts of the game that affect them directly so any breakdown of authority
begins with recognizing those forces. The first and most profound authority in
an MMO is the Coding Authority. John William Nelson in his breakdown of
virtual property writes, “Code affects transaction costs because all
transaction involving virtual resources are regulated by code at some point.
Purely internal transactions clearly rely upon the code regulating trade among
users. Partially external transaction rely in part upon external regulation,
but they all inevitably return to the virtual world and its code-based
regulation to complete the transaction.” All value, all rights, all methods of
exchange boil down to what the designers have permitted in the game. So, from
the perspective of the player, an MMO judiciary begins by putting the Coding
Authority at the top.
What this means in principle is that the rights
given in the game are the only rights you’re entitled to. An example of this
would be Ultima Online’s thief skill. It is possible to
steal things from people by looting their corpse or picking their pocket. When
a player complained about being robbed, the thief was not punished because the
Coding Authority allowed this kind of conduct. A massive Ponzi scheme was
permitted in EVE Online because financial corruption is
a way you can play the game. In this sense the Coding Authority shapes the
culture of a game because it controls how people interact, resulting in an authoritarian
power dynamic.
In an ideal MMO, a judicial system would represent
the bridge between these two forces. The players are given a way to express
their grievances with the absolute power of the Coding Authority that makes
them feel empowered. The power of the Coding Authority is not superseded or
changed, but their relationship with their players becomes a more hospitable
one. It is not the court’s job, when a dispute comes before them, to invent a
new rule saying how it should be resolved. It’s the court’s job to say how the pre-existing
rule should be enforced. The greatest virtue of this branch is their ability to
explain the decisions of the Coding Authority. Andras Jakab explains in his
paper Concept and Function of Principles the criteria
for a legal system as, “(1) the greatest number of legal phenomena can be
explained (2) coherently (3) with the highest possible degree of simplicity and
(4) political and ideological factors can also play a role.”
For example, a bug or design imbalance is up to the
Coding Authority to fix, in our model the Judicial system would not have the
authority to change it. How the court system empowers the user is giving them
the ability to complain about an imbalance and have it declared as one. A
duplication bug is brought to someone’s attention because of a complaint. A
ruling is issued explaining why the bug is unfair and why a person has had
their account wiped. The action was introduced by a user, the results were made
public, and the logic was clearly explained with references to social rules and
the Coding Authority. Actual enforcement powers would not really go beyond what
a GM already possesses. Nor is this any different than the Dev Blogs many games
already operate or Xbox Live’s user forums. What’s
different is the transparency of the action and the empowerment this provides
for players by giving them an official forum to act in.
While one justification for an MMO judiciary is that
the Coding Authority needs an agency to bridge itself with the players, it is
equally important that the players have a means of organized communication. The
frothing rage of the forums is not a viable means of feedback because it’s just
too knee-jerk and unfiltered. Traditionally this is the role an elected
official would play in a system of governance, in this case selecting judges by
popular election. The delays in election keep people from throwing them out on
a whim while the electoral process also filters unqualified participants out. The
issue here would be impartiality. As Raph Koster points out in a basic outline of MMO laws, the
playerbase is rarely ready or willing to police itself. They signed up to play
a fun game, not engage with politics, and they may not be willing to separate
the two.
Various MMOs have experimented with elected
officials with varying results. EVE Online maintains an
elected council to give feedback on the game by airing grievances. The council
is currently mounting a PR war because of the company’s failure to expand the
game in ways the council desires. On some levels a
thing like this can only exist in EVE because it only has
one shard. It is not broken down into multiple spaces consisting of smaller,
easier to govern populations. The council also has an inherent authority problem
because after airing their grievances, the makers of EVE
Online decided to ignore them. A judicial system, then, offers a
means of self-governance that doesn’t necessarily have to put the Coding
Authority in direct conflict with popularly elected officials.
The point of these
two examples is that players are inevitably influenced by their relationship
with the game in ways that does not make them the best choice for being a
judge. The impulse to operate like an elected official influencing Coding
decisions, as in EVE Online, can lead to challenges to the
Coding Authority which they might not be able to resolve peacefully. On the
other hand Judges are susceptible to corruption and influence just like anyone
else. Like most GMs today, a member of the judicial system would be someone
disconnected from the game. That disconnect can be ensured through monitoring, transparency,
and establishing a clear relationship with the Coding Authority.
In this discussion we’ve gone over who has the
authority and how one may go about delegating communication with that authority
in a way that leads to what players perceive as fair resolutions. Such a broad
goal has to be approached by remembering that fairness itself is a social
value, it changes from group to group. Saying someone has a keen sense of
fairness does not necessarily make them a good judge, just that they do what’s
popular. In an essay on judge selection Lawrence B. Solum comments that people
often mistake impartiality with meaning a person does not care or understand a
person’s complaint. He writes, “the impartial judge is not
indifferent to the parties that come before her. Rather, the
virtue of impartiality requires even-handed sympathy for all the parties to a
dispute.”
Link to Part 3
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