And we wonder about the future of America?

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jimpeel

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Here is a sample of the "Citizen of Tomorrow". Can we expect kids to care about their real government/society when they do this to the one they've created?

I wonder what the gun control status in Alphaville is. Apparently, the Sim mobs have them.

Blood on the virtual carpet: tempers flare as 'editor' is thrown out of online town with 80,000 inhabitants

By Andrew Gumbel in Los Angeles
16 January 2004

Peter Ludlow is not just a computer gaming enthusiast. He's also a philosophy professor, with an abiding interest in the relationship between the real and the virtual worlds. So when the world's most successful virtual-reality game, the Sims, launched an online version just over a year ago, he didn't just join in for fun; he also decided that he could carry out research for his next book.

And that was where the trouble started. Alphaville, the game's fictional city, could have gone in any number of directions, depending on the arbitrary decisions of the online game players who make up its people through their chosen "avatars", or game characters.

Alphaville could have become a socialist utopia, a grand experiment in free-market capitalism or simply a reflection of the allure and the pitfalls of any real Western city.

As it was, Alphaville quickly turned into a hellhole of scam-artists, crime syndicates, mafia extortion artists and teenage girls turning tricks to make ends meet. It became a breeding ground for the very worst in human nature - a benign-sounding granny, for example, who specialised in taking new players into her confidence, then showered them in abuse. Then there was the scam-artist known as Evangeline, who started out equally friendly and then stole new players' money.

Professor Ludlow, who teaches at the University of Michigan, decided he would chronicle Alphaville's seamy reality by setting up a newspaper,The Alphaville Herald, run by his game alter-ego. He reported on the scams and the prostitution rings, and also interviewed the protagonists. (Evangeline, his most intriguing source, turned out, in real life, to be a spectacularly warped teenage boy.)

But that was before his dispassionate academic inquiry ran smack into the authoritarian brick wall of the game's manufacturer and controller, the California gaming company Electronic Arts.

The Alphaville Herald was closed down and Professor Ludlow's avatar, Urizenus, was kicked out of town. "While we regret it," Electronic Arts told him in a letter, "we feel it is necessary for the good of the game and its community."

Officially, the reason for Professor Ludlow's expulsion was that he included links in his inside-the-game newspaper to outside websites, including one that gave players instructions on how to cheat. What Professor Ludlow and a growing band of academics and sympathisers believe, however, is that his efforts to publicise the tawdry fantasy activities of real-life teenagers were becoming simply too uncomfortable for Electronic Arts to stomach.

The company wants to draw the maximum number of players to the Sims Online, one of a growing number of interactive computer games attracting audiences possibly hundreds of thousands of people. Such is the interest in the phenomenon that the Sims Online game is to be featured in a California exhibition, opening today, which will feature a real-life recreation of a room from the game.

The game is rated "T" for teenager and is sold, according to the marketing materials, as a "fun-filled" exercise in fantasy projection. Publicity highlighting the very dark place that Alphaville had become was not likely to be good for business, and could even get the company into trouble over its rating.

Shortly before he was thrown out of Alphaville, Urizenus and his fellow reporters were openly questioning whether teenage game players should be allowed to trade in human flesh, albeit virtual flesh, and wondering whether the Sims Online should be restricted to adults.

Professor Ludlow's expulsion was only the beginning of a fascinating new phase in the game. Electronic Arts, through its online game controller, Maxis, has been cracking down on bad behaviour to clean up Alphaville and, one assumes, try and boost its audience which is stuck at a 80,000 (EA had hoped for a million by now). Evangeline and the psycho-granny have been disciplined, as have various mafia syndicates and a parallel city government set up as a player-based alternative form of authority.

You could compare it to Mussolini's crackdown on the Sicilian Mafia, or even to President George Bush's war on terror. The academics are having a field day as they see real-life issues of power and control played out in cyberspace. The very premise of an online game is that it is uncontrollable - indeed, even the banned players have found ways to sneak back in various disguises.

That, in turn, presents a thorny set of philosophical problems. How do you seek to curb the baser instincts of a community of autonomous players? Is repression the answer? Or do you have to give people incentives to behave better all by themselves? Such questions have been pondered even within the august confines of Yale Law School, where one student, James Grimmelmann, wrote recently: "On the one hand, Maxis is close to losing control over their game world. TSO is a positively Brechtian world of violence, flim-flammery, and low-down dirty tricks.

"On the other hand, Maxis acts like a classic despot, using its powers to single out individual critics for the dungeons and the firing squads. The usual real-world justification for this kind of arbitrary action is the need for a strong central hand to protect public safety and common welfare. But since Maxis isn't all that good at those aspects, the Herald censorship smacks more of tyranny for its own sake."

You can draw your own conclusions about how this relates to the politics of the real world, but the parallels are there.

Another academic, John Suler, a psychology professor at Rider University, has taken the Sims issue as emblematic of broader lessons to be learned from online gaming and the proclivities of human nature.

He said that online games were an invitation to young people to act out fantasies of bad behaviour - especially if the participants were outsiders in real life, as computer geeks often are. He added: "The more an online game simulates real life, the more the social problems in that game will simulate real life."

In other words, it is much more than just a game.


The bewildering world of the Sims

By Charles Arthur

Think of all the people you have "encountered" on the internet, but never actually met. Now imagine them living their entire existence within a computer. That is essentially what happens with The Sims Online.

It is a self-contained computer game that you can play on your PC and you can create an entire virtual economy, with all the mobs, tricksters and prostitution that you get in the real world.

For some people, a life online is better than the real thing, because you can be more than you are in real life. In June last year, for example, Sim mobs turned up on virtual doorsteps, demanding protection money - payable in the online currency, simoleans. Don't think that is trivial: right now, one million simoleans trades for $22 (£12) on the auction website eBay.

Online economies can even intermingle with the real one. Last month, a court in Beijing ruled in favour of Li Hongchen who sued the operator of the online game Red Moon after his virtual money and weapons were stolen by a hacker. The court said that because the virtual goods had been acquired using his labour, time, cash and "wisdom", they belonged to him and had real value.
:eek:
 
Alphaville quickly turned into a hellhole of scam-artists, crime syndicates, mafia extortion artists and teenage girls turning tricks to make ends meet. It became a breeding ground for the very worst in human nature
An anarchist's dream.
 
Whats most disturbing is that the apparent happenings in a video game are actually considered news now. Oh, and with what experience i have with the internet i can assure you that most of those "teenage females" are really 30+ year old guys.
 
AAAAAAAAAAAAHHAHHAHAHHAHAAAAAAAAAAAAAHAHHAHAAAAA!!!!!

Oh suweet JESUS is that funny!

Yikes.

:D

<scratches head>

I wonder if a whole pack of l/Libertarians could go in at once and try and clean up at least one chunk? Basically model the Free State Project?

Naaa...not worth the bother.
 
I wonder if your Simguys can get Simguns, and become Simvigilantes and go around rubbing out the mob, drug dealers, pimps, whores, gangbangers, and scam artists?
 
If they had guns then no one would be safe. People would take the law into their own hands rather than letting the Game developers (The Gov't?) "fix" the world. Then it would be a *gasp* violent video game.
 
The Sim world will never accurately reflect reality because there are no real consequences to actions in the Sim world.

Take the teenage girls turning tricks. WHen they do that in the SIm world, they don't have to worry about it causing REAL pregnancy, REAL STDs, or a REAL threat of being killed by a john.

So, the Sim world turns into a fantasyland of all the bad behavior they cannot commit here. Plus, those teen girls are all 30+ year old guys :D
 
The Sim world will never accurately reflect reality because there are no real consequences to actions in the Sim world.
Bingo. Although we are fast trying to remove consequences for actions in the real world too...guess what it's going to resemble then: the sim world.

- Gabe
 
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I have read articles about students cheating in both lower schools and in universities; some have stated that it's over one-half.

With that in mind, the scams of the virtual SimCity are at least somewhat reflective of reality.

Art
 
I have read articles about students cheating in both lower schools and in universities; some have stated that it's over one-half.

IIRC, those studies state that more than 50% sudents ADMIT to having cheated. Who knows the actual number!
 
When I was younger I played a few massive multiplayer online role playing games. (mmorpg) Most of the people doing scams where young teens who had defects in real life. The only times you had hordes of bad people roaming about was in games where you could not retaliate. In many games you can not harm other players and if they cheated someone they would log out and would give the loot to one of their other characters. That way their was literally no possible consequence for their actions. This game really needs some SimGlocks. I imagine most of the players are good, but a few bad ones ruin it for everyone. As for the mobs, well it is probably more fun playing mofia guy than home maker.
 
As for the mobs, well it is probably more fun playing mofia guy than home maker.

Absolutely! I could never get into the sims. I play video games to have a little bit of escapist fun, not have a whole other life with mundane stuff to worry about!
 
(chuckle)

Exactly!

I play(ed) video games (when I used to have the time) because I wanted the thrill of doing things I couldn't do in real life. Fly a spaceship, pilot a Battlemech, shoot mutants and demons etc.

And people who play something seemingly "mundane" like The Sims just take the environment they're given and start doing the same.
 
Sounds like Alphaville needs some SimCCWs.

My question is, how does the 'mafia' threaten you? There isn't violence in the game, can't kill other people can you? So what is the threat? :confused:
 
How'bout the SimPolice Department and the SimCorrectional Facility? I'm sure some of these people would be real thrilled to log on every day so that they can putter around their 8'x10' cell.
 
My question is, how does the 'mafia' threaten you? There isn't violence in the game, can't kill other people can you? So what is the threat?


Not all of the harassment is violence; sometimes it is just throwing a wrench in the works for the people playing by interfering and being a nuisance. The means to kill characters are indirect.

One of the ways that I know of is actually building a room around a character with no doors. Eventually the character wets it’s pants a number of times and eventually dies of starvation.

Another thing you can do is block the entrances to a house and leave the grill/stove on. The house burns down with people inside.

Another way is having a pool party and removing the ladder once everyone is in the pool.


These are all very sadistic and creative ways to do people in that take advantage of the fact the designers did conceive of these possibilities.

Some particularly sadistic players actually sign up to be game testers. When they discover these kinds of bugs in a game, they do not report them, but utilize them immediately after the game has been released to the public.

This example show us that there are always predators that will not follow the rules, and that we cannot expect “the authorities†to always be able to protect our interests.
 
To all who think they've found justification for their pet tyranny...

...remember that The Big Difference in Alphaville is that there are no consequences. It's easy to be a teeny-bopper scam artist/mafia goon/confidence huckster if the worst thing that could possibly happen to you is having your account get banned.
 
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