In an April 2007 article, Doctorow C declared that "Online Games are Dictatorships".
This I would agree is a fair summary of the current state of affairs, and would seem to
be one that the designers of these worlds are keen to maintain. In this paper I will
examine existing literature on the rights of players and consider previous attempts at
enforcing (and extending) these rights through self-governance. I will then take a look at
some recorded abuses to player rights that have been recorded in the virtual world
"Second Life", contrasting these to Raph Koster's (2006) "Declaring the Rights of Players". I
will finally consider what alternative exists to self-governance in order to give players a
greater degree of rights and freedom in these developing social spaces.
In 2000, Raph Koster first published his "A Declaration of the Rights of the Avatars".
He created this from the position of a game administrator, and much of the early
discussion of drafts of the document took place amongst administrators on the Mud-Dev mailing
list. Much of the feedback to the original drafts was of the nature you would expect
from game administrators, namely extremely critical. Koster details much of this feedback
in the online version of his paper, with common themes being that administrators do
not want to be tied to a game, and giving players rights might restrict their ability to
terminate it, that game design considerations cause many of the rights to be problematic, and
the age-old argument that avatars, like chess pieces, don't deserve rights, only the
players behind them. There is also some criticism that appears valid from a player's
perspective, primarily complaining that the document is too vague, and has too many escape
clauses allowing admins to justify abuses by saying they are "necessary for the world's
survival." (Koster, 2006, p. 61).
The original rights of avatars document then evolved into a version entitled
`Advice to Virtual World Admins', on which Koster (2006) reports "MUD admins find the
second doc much more palatable. Phrased in this way, it's not an abrogation of their power.
It's concrete advice that will help you retain your playerbase" (p. 65). The most
important of these revized rights, at least for my purposes here, are #6, which reads "The
code of conduct should evolve based on the way the MUD culture evolves, and players
should get a say in how it evolves. The MUD admins get to write it however they want, but
they have an obligation to listen or else players might leave" (p. 64) and "You can't
punish someone in a way not in the code of conduct, and you the admin don't get to
rewrite the code of conduct after the fact to make it legal. The only exception is action
taken to keep the MUD from going `poof'" (p. 64). In essence, this is targeting two key
areas, the first that players should have a say in the formation of the code of conduct, and
the second that the code of conduct must be enforced `as is', not according to the whim
of the administrators. Koster's work was later published in the book, The State of Play resulting from the State of Play
Symposium at New York Law School.
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