In the United States we are used to a court system
whose focus centers on rule elaboration and enforcing public norms by handing
down rulings. Joanne Scott, in her essay Courts as Catalysts, discusses the
changing role of courts by focusing on their capacity to share information,
fact check, and test the authenticity of government decisions by weighing their
evidence. It’s a new model meant to reflect the role the courts may play in a
steadily de-centralizing government. She inadvertently presents a potential
template for resolving the conflict between Coding Authority and player.
The basic idea in Scott’s paper is that courts can
serve to check the evidence of the governing authority while still fulfilling
important obligations in the community. It’s a kind of PR, a government
institution separate from the authority who handles disputes in the system. The
institution does not have the power to make new rules, only legitimize or
overturn existing ones. Scott’s vision of a system where, “courts become a
source of communicating ideas and experience, without being the source of their
creation, and without being specifically prescriptive in relation to any
particular form” may find its most useful application in virtual space rather
than reality.
The necessity for this kind of system, as noted in
the previous essay, crops up when you have the strange type of tyranny that’s
possible in an MMO. All laws are automatically enforced, traditional methods of
feedback are cut-off and players are often forced to quit. It’s unlikely any
developer would actually do this on purpose, it’s just inevitably going to
happen in any system of rules. An essay by Leslie Green on the causes of Judicial Decisions
reminds one that rules are indeterminate, not merely in dramatic or marginal
cases, but in most cases, because indeterminacy flows not only from vagueness
but also from pervasive unresolved conflicts among the laws of the system.
There is always an unintended consequence or unexpected application stemming
from the rules of conduct or the code itself.
It’s important to remember that in many cases
transparency just means communicating your reasons for acting clearly. Most
concerns about the language of a judiciary becoming unwieldly aren’t really
necessary. As Peter M. Tiersma notes in his book Parchment, Paper, Pixels, the reason the
modern legal system is so wordy and difficult to understand is because the
language is meant to only have one meaning. In America we practice common law,
meaning each court ruling is binding on all future rulings. To avoid multiple
interpretations of a contract, bill, or law you have to phrase it a manner
that’s very alien to most people.
That’s especially true today where the internet has
enabled rapid communication. People write like they talk now and it’s
understood in the same manner. Unless the judicial system wanted to impose some
kind of common law model, precision in the writing to that degree would be
unnecessary. You just ask the judge for clarification. You can already see an
example of this practice with Xbox Live’s Why Was I Banned? forums. Having a clear
explanation from another person helps give authority and clarity to the rules
of the Xbox Live service. The average person should be able to understand
everything going on but having a model for dealing with people always helps.
The same goes for pleading a complaint: if they can
form a complete sentence then there’s no reason they couldn’t make a complaint.
Lawyers exist because just one part of the legal system takes months or even
years of study to understand. It got this way because the bigger the
population, the more rules you need to protect all those competing interests. An
MMO is not ever going to become large enough that the average player does not
already know everything they need to when crafting a complaint.
At the end of the day, the existence of a judicial
system would ultimately be derived from the Coding Authority, who is in turn
controlled by the Developer, Publisher, and their shareholders. While mounting
arbitration costs and threats from the outside world are a good reason for
creating a means of resolving disputes in-game, perhaps the best reason of all
is simply advertising. In his guide to building a successful MMO Raph Koster explains that the key is
ownership of something in the game. Whether it’s buildings,
characters, or a job the player needs to, “feel a sense of responsibility to
something that cannot be removed
from the game.”
Examples of MMOs violating this sense of ownership are
everywhere. Despite the strong sales of the latest WoW
expansion, players quitting the game by the thousands. The anger at the
expansion varies from being being too short to stripping the game of all complexity for newplayers. One scathing comment explains, “Cataclysm
is the end result of an MMO design by numbers philosophy inspired the wishes of
accountants and avarice of shareholders. This is one picnic basket of childish
quests and facile gameplay expressly designed to appeal to the lowest common
denominator out there.” These complaints have nowhere to go and no one who will
listen to them. And while the expansion might make money in the long term, it’s
also costing them the veteran players who have stuck with the game for years.
The benefits of this will vary depending on the
game, there is no one model for every MMO. A judicial branch mediates the
conflicts that arise between the hard laws, the social standards and the
general strangeness of humanity. All of these things clash and overlap in
constantly changing ways, creating indeterminacy for the outcome of disputes.
Introducing a third party relieves the Coding Authority from assuming a
totalitarian approach to all conflicts, gives transparency to the process, and
creates a more legitimate avenue for conflict resolution outside of enforcing
the EULA.
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