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	<title>Comments on: Consequences In Virtual Worlds</title>
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	<link>http://blog.weflyspitfires.com/2009/06/30/consequences-in-virtual-worlds/</link>
	<description>A blog about MMORPGs like World of Warcraft (WoW) and Everquest 2 (EQ2)</description>
	<pubDate>Fri, 12 Mar 2010 03:55:43 +0000</pubDate>
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		<title>By: Gordon</title>
		<link>http://blog.weflyspitfires.com/2009/06/30/consequences-in-virtual-worlds/comment-page-1/#comment-8828</link>
		<dc:creator>Gordon</dc:creator>
		<pubDate>Tue, 28 Jul 2009 20:07:42 +0000</pubDate>
		<guid isPermaLink="false">http://blog.weflyspitfires.com/?p=920#comment-8828</guid>
		<description>Wow, sounds very intriguing :) I love the idea of micro-communities in MMOs. I guess it's the anthropologist in me :) Sounds completely like the opposite in EVE which is just back-stabbing galore! :)</description>
		<content:encoded><![CDATA[<p>Wow, sounds very intriguing <img src='http://blog.weflyspitfires.com/wp-content/plugins/tango-smilies/tango/face-smile.png' alt=':)' class='wp-smiley' width='16' height='16' /> I love the idea of micro-communities in MMOs. I guess it&#8217;s the anthropologist in me <img src='http://blog.weflyspitfires.com/wp-content/plugins/tango-smilies/tango/face-smile.png' alt=':)' class='wp-smiley' width='16' height='16' /> Sounds completely like the opposite in EVE which is just back-stabbing galore! <img src='http://blog.weflyspitfires.com/wp-content/plugins/tango-smilies/tango/face-smile.png' alt=':)' class='wp-smiley' width='16' height='16' /> </p>
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		<title>By: Gar</title>
		<link>http://blog.weflyspitfires.com/2009/06/30/consequences-in-virtual-worlds/comment-page-1/#comment-8823</link>
		<dc:creator>Gar</dc:creator>
		<pubDate>Tue, 28 Jul 2009 17:32:53 +0000</pubDate>
		<guid isPermaLink="false">http://blog.weflyspitfires.com/?p=920#comment-8823</guid>
		<description>A good deterrent is simply a well-connected community. Look to Asheron's Call for a great example, where all players are generally in some sort of allegiance (guild), and global chat channels allow widespread communication. I was a player in AC back in the day, and I stole an item off of the ground just one time - and found myself locked out of every single allegiance and fellowship in the game overnight! This basically makes the game impossible to play for pariahs, in effect allowing the majority to literally remove problem players from the game entirely. After a few years I returned to Asheron's Call, and, believe me, I behaved myself the second time around, despite my inner penchant for 'creative' behavior.

After almost ten years of this ability to remove players from the server through social exile, Asheron's Call's community of carebears is still around and is in fact the massive majority, because the problem players that in other games could dominate and ruin their lives are simply impotent. An interesting side effect - there is now a large but mostly hidden undercurrent of vicious gossip and reputation combat, formed after years and years of 'rooting out' and 'calling out' griefers and jerks purely on somebody's word alone. Playing AC is like living in Salem during the witch trials - one wrong move and you can find yourself hanged.</description>
		<content:encoded><![CDATA[<p>A good deterrent is simply a well-connected community. Look to Asheron&#8217;s Call for a great example, where all players are generally in some sort of allegiance (guild), and global chat channels allow widespread communication. I was a player in AC back in the day, and I stole an item off of the ground just one time - and found myself locked out of every single allegiance and fellowship in the game overnight! This basically makes the game impossible to play for pariahs, in effect allowing the majority to literally remove problem players from the game entirely. After a few years I returned to Asheron&#8217;s Call, and, believe me, I behaved myself the second time around, despite my inner penchant for &#8216;creative&#8217; behavior.</p>
<p>After almost ten years of this ability to remove players from the server through social exile, Asheron&#8217;s Call&#8217;s community of carebears is still around and is in fact the massive majority, because the problem players that in other games could dominate and ruin their lives are simply impotent. An interesting side effect - there is now a large but mostly hidden undercurrent of vicious gossip and reputation combat, formed after years and years of &#8216;rooting out&#8217; and &#8216;calling out&#8217; griefers and jerks purely on somebody&#8217;s word alone. Playing AC is like living in Salem during the witch trials - one wrong move and you can find yourself hanged.</p>
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		<title>By: What are the consequences of single teen motherhood? &#124; Baby on Board Blog</title>
		<link>http://blog.weflyspitfires.com/2009/06/30/consequences-in-virtual-worlds/comment-page-1/#comment-8413</link>
		<dc:creator>What are the consequences of single teen motherhood? &#124; Baby on Board Blog</dc:creator>
		<pubDate>Wed, 08 Jul 2009 20:36:13 +0000</pubDate>
		<guid isPermaLink="false">http://blog.weflyspitfires.com/?p=920#comment-8413</guid>
		<description>[...] Consequences In Virtual Worlds - We Fly Spitfires - MMORPG Blog [...]</description>
		<content:encoded><![CDATA[<p>[...] Consequences In Virtual Worlds - We Fly Spitfires - MMORPG Blog [...]</p>
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		<title>By: How To Rob A Bank In EVE Online - We Fly Spitfires - MMORPG Blog</title>
		<link>http://blog.weflyspitfires.com/2009/06/30/consequences-in-virtual-worlds/comment-page-1/#comment-8332</link>
		<dc:creator>How To Rob A Bank In EVE Online - We Fly Spitfires - MMORPG Blog</dc:creator>
		<pubDate>Fri, 03 Jul 2009 20:53:03 +0000</pubDate>
		<guid isPermaLink="false">http://blog.weflyspitfires.com/?p=920#comment-8332</guid>
		<description>[...] is a prime example of the lack of consequences in virtual worlds and how it enables people to go beyond their moral code. I highly doubt that Ricdic would&#8217;ve [...]</description>
		<content:encoded><![CDATA[<p>[...] is a prime example of the lack of consequences in virtual worlds and how it enables people to go beyond their moral code. I highly doubt that Ricdic would&#8217;ve [...]</p>
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		<title>By: Psychochild&#8217;s Blog &#187; The virtual and the &#8220;real&#8221; sides of life</title>
		<link>http://blog.weflyspitfires.com/2009/06/30/consequences-in-virtual-worlds/comment-page-1/#comment-8313</link>
		<dc:creator>Psychochild&#8217;s Blog &#187; The virtual and the &#8220;real&#8221; sides of life</dc:creator>
		<pubDate>Thu, 02 Jul 2009 21:13:34 +0000</pubDate>
		<guid isPermaLink="false">http://blog.weflyspitfires.com/?p=920#comment-8313</guid>
		<description>[...] world means. The comments are equally insightful, too. Gordon then followed up with a post about Consequences in Virtual Worlds where he expands on the idea of how separate "reality" and the actions in "virtual worlds" really [...]</description>
		<content:encoded><![CDATA[<p>[...] world means. The comments are equally insightful, too. Gordon then followed up with a post about Consequences in Virtual Worlds where he expands on the idea of how separate &#8220;reality&#8221; and the actions in &#8220;virtual worlds&#8221; really [...]</p>
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		<title>By: motstandet</title>
		<link>http://blog.weflyspitfires.com/2009/06/30/consequences-in-virtual-worlds/comment-page-1/#comment-8301</link>
		<dc:creator>motstandet</dc:creator>
		<pubDate>Thu, 02 Jul 2009 15:24:04 +0000</pubDate>
		<guid isPermaLink="false">http://blog.weflyspitfires.com/?p=920#comment-8301</guid>
		<description>MMOs are an experiment with the Ring of Gyges.</description>
		<content:encoded><![CDATA[<p>MMOs are an experiment with the Ring of Gyges.</p>
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		<title>By: Gordon</title>
		<link>http://blog.weflyspitfires.com/2009/06/30/consequences-in-virtual-worlds/comment-page-1/#comment-8291</link>
		<dc:creator>Gordon</dc:creator>
		<pubDate>Wed, 01 Jul 2009 21:27:14 +0000</pubDate>
		<guid isPermaLink="false">http://blog.weflyspitfires.com/?p=920#comment-8291</guid>
		<description>@Caliburn That's a very good point. Personally, I don't demand any RL information about someone I play with but I always hold in the back of mind the thought that maybe their true self is different from the one they project. However, I still feel that about people I meet in RL.

@IRGRL It's why these things are so hard to quantify - a fun game to one person could be a strong emotional investment to someone else. Without consequences for our actions, we're free to play any way we want and we shouldn't be surprised if someone decides to play a 'bad' guy (or whatever we call it).

@Beej Lol. How come I'm not surprised to learn you were a griefer in UO? :D

@Petter Now I'm really excited to get more into EVE :)

@Tesh Oh boy, this is all starting to make my heard hurt! :) I suppose a lot of it depends on people view the game. Some players think it's 'wrong' to, say, gank someone in open PvP yet others think it's just part of the game. Fascinating stuff!</description>
		<content:encoded><![CDATA[<p>@Caliburn That&#8217;s a very good point. Personally, I don&#8217;t demand any RL information about someone I play with but I always hold in the back of mind the thought that maybe their true self is different from the one they project. However, I still feel that about people I meet in RL.</p>
<p>@IRGRL It&#8217;s why these things are so hard to quantify - a fun game to one person could be a strong emotional investment to someone else. Without consequences for our actions, we&#8217;re free to play any way we want and we shouldn&#8217;t be surprised if someone decides to play a &#8216;bad&#8217; guy (or whatever we call it).</p>
<p>@Beej Lol. How come I&#8217;m not surprised to learn you were a griefer in UO? <img src='http://blog.weflyspitfires.com/wp-content/plugins/tango-smilies/tango/face-smile-big.png' alt=':D' class='wp-smiley' width='16' height='16' /> </p>
<p>@Petter Now I&#8217;m really excited to get more into EVE <img src='http://blog.weflyspitfires.com/wp-content/plugins/tango-smilies/tango/face-smile.png' alt=':)' class='wp-smiley' width='16' height='16' /> </p>
<p>@Tesh Oh boy, this is all starting to make my heard hurt! <img src='http://blog.weflyspitfires.com/wp-content/plugins/tango-smilies/tango/face-smile.png' alt=':)' class='wp-smiley' width='16' height='16' /> I suppose a lot of it depends on people view the game. Some players think it&#8217;s &#8216;wrong&#8217; to, say, gank someone in open PvP yet others think it&#8217;s just part of the game. Fascinating stuff!</p>
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		<title>By: Tesh</title>
		<link>http://blog.weflyspitfires.com/2009/06/30/consequences-in-virtual-worlds/comment-page-1/#comment-8285</link>
		<dc:creator>Tesh</dc:creator>
		<pubDate>Wed, 01 Jul 2009 18:20:12 +0000</pubDate>
		<guid isPermaLink="false">http://blog.weflyspitfires.com/?p=920#comment-8285</guid>
		<description>To a large degree, the ability to act without consequences is part of the appeal of games in the first place.  I'd argue that the desire for a power fantasy without consequences is the backbone of most game design, *especially* MMOs.  It's a terrible waste of the potential of games as storytelling and educational devices, but it's no surprise.</description>
		<content:encoded><![CDATA[<p>To a large degree, the ability to act without consequences is part of the appeal of games in the first place.  I&#8217;d argue that the desire for a power fantasy without consequences is the backbone of most game design, *especially* MMOs.  It&#8217;s a terrible waste of the potential of games as storytelling and educational devices, but it&#8217;s no surprise.</p>
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		<title>By: Petter Mårtensson</title>
		<link>http://blog.weflyspitfires.com/2009/06/30/consequences-in-virtual-worlds/comment-page-1/#comment-8280</link>
		<dc:creator>Petter Mårtensson</dc:creator>
		<pubDate>Wed, 01 Jul 2009 09:27:02 +0000</pubDate>
		<guid isPermaLink="false">http://blog.weflyspitfires.com/?p=920#comment-8280</guid>
		<description>If the players of EVE Online all acted IRL like they do in-game, this world would be a lot less pretty... ;)</description>
		<content:encoded><![CDATA[<p>If the players of EVE Online all acted IRL like they do in-game, this world would be a lot less pretty&#8230; <img src='http://blog.weflyspitfires.com/wp-content/plugins/tango-smilies/tango/face-wink.png' alt=';)' class='wp-smiley' width='16' height='16' /> </p>
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		<title>By: Beej</title>
		<link>http://blog.weflyspitfires.com/2009/06/30/consequences-in-virtual-worlds/comment-page-1/#comment-8278</link>
		<dc:creator>Beej</dc:creator>
		<pubDate>Wed, 01 Jul 2009 02:33:59 +0000</pubDate>
		<guid isPermaLink="false">http://blog.weflyspitfires.com/?p=920#comment-8278</guid>
		<description>I used to be well known on my Ultima Online shard as a griefer and scammer.  I couldn't even conduct a legitimate business deal on my main character because he was known to be shady.  

But that's not how I act in real life.  I like to think I'm pretty respectable. 

It all comes down to what people enjoy in the game to how they play it.  I wish I could find a game that was as fun to be a jerk in as UO because to me, making someone else whine on the other side of the keyboard is fun (hence my penchant for PvP in any game I play), but I didn't do that through hiding behind internet anonmymity.  I did it because it was fun.</description>
		<content:encoded><![CDATA[<p>I used to be well known on my Ultima Online shard as a griefer and scammer.  I couldn&#8217;t even conduct a legitimate business deal on my main character because he was known to be shady.  </p>
<p>But that&#8217;s not how I act in real life.  I like to think I&#8217;m pretty respectable. </p>
<p>It all comes down to what people enjoy in the game to how they play it.  I wish I could find a game that was as fun to be a jerk in as UO because to me, making someone else whine on the other side of the keyboard is fun (hence my penchant for PvP in any game I play), but I didn&#8217;t do that through hiding behind internet anonmymity.  I did it because it was fun.</p>
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