[MUD-Dev] Online Gamers become enemies in the Real World

Rayzam rayzam at travellingbard.com
Sun Jul 6 11:25:15 CEST 2003


In the Sunday, July 6th, newspaper, there's an associated press
article by Nick Wadhams. It's entitled:

  Online gamers become enemies in real world. Anti-social behavior
  virtually rampant.

I couldn't find a copy of it online. Here's a rough summary, though
read it if you're interested and can find it.

  The article is about the grief play in the Sims Online, the Sims
  Mafia.  Apparently there is mob behavior and harassment in-game,
  via 'red link' stigmatism [enemies/demerits a player has]. To
  harassment out of game, such as account hacking, posing as
  acquaintances and passing rumors, and identity theft. According to
  the article, Maxis is having trouble monitoring it all.

  In return, there is a Sims Shadow Government, 1000 members
  dedicated to crack down on griefers. Their methods include
  ransacking apartments, sending out troops to urinate on others'
  lawns, and once drove another player from the game.

Things to thik about:

  Where's the line to draw between griefers, and antigriefers, if
  the methods available are the same?

  Maxis' terms state that real life laws apply in game [according to
  the article]. Trespassing? Racketeering? Vandalism? Thieving?

  If griefing occurs in a non-pk, non-combat style game like the
  Sims Online, is it just a part of the human condition? Is it
  possible to truly remove it? Some games attempt to by limiting
  combat actions on other players, but apparently grief play can
  exist without overt combat.

rayzam
www.travellingbard.com
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