Saturday, June 19, 2010

Can Inworldz Learn From History?


It has to happen as surely as the sun rising in the east. Give a group of people near total freedom or, as in virtual worlds, a sense of total freedom, and some will opt for anti-social behavior. It has always been like this and it will always be like this whether you are in real life or in a virtual world. To think otherwise is folly.

Inworldz is not the first MMO to draw the attention of griefers, nor will it be the last. Inworldz is slowly becoming ripe pickings, for just such an influx of disgruntled, disenfranchised or otherwise troubled personality types. This isn't to say all griefers are socially dysfunctional, but the anecdotal evidence seems to suggest that the majority of griefers are, at the very least, malcontents.

With the increasing incident rate of griefers on the Inworldz grid, the Inworldz community and governance body will be challenged both tactically and strategically in their efforts to minimize the disruption caused by the griefer's antics. This is where Inworldz must learn from history and avoid the mistakes of other MMO's before them. While Inworldz cannot completely control the actions of the community, Inworldz can and must develop an appropriate stance well before griefing becomes an institution within their borders.

From a governance standpoint, we need only look back into history briefly for examples of how not to deal with griefers. Linden Lab first took a hands off approach, believing the problem would simply go away with time. When this failed, they set up some crude and obtuse guidelines on how to discipline offenders and then, finally, they opted to join with the community in its policing activities. They arrived at what the lab believes to be a workable solution, but the company took a heavy credibility hit along the path. There are many, myself included, that to this day distrust the Lindens over their handling of griefers.

Reading over the transcript of the last Inworldz Mentor's meeting sent a chill along my spine as I saw within the typical ramblings, seeds of what could become the foundations of institutions like the "Sim Shadow Government" (SSG) found in the now defunct “The Sims Online” or the “Justice League Unlimited” (JLU). Both of these organizations were founded to combat griefers. While well intentioned, in my assessment, they both caused more harm than good.

Vigilante groups such as SSG and JLU get their start by community members first voicing unease with griefers, then once their voice finds other like minded voices, they come together to form a group. Naturally such a group needs to have meetings and to protect any strategic advantage they may develop, these meetings must be held in secret. For the group to have any real power it must also forge an alliance with the governing body, else their only real recourse is to employ the same tools griefers use. The trouble here is three fold, hidden group meetings tend to breed suspicion by those not invited, and it allows radical or repressive ideas to be more easily accepted by the group. Finally, a secret community group with membership that includes employees of the governing organization has disproportional influence.

In reading the Mentor's Meeting notes, I saw evidence of such a group forming as a byproduct of the mentor's good intentions in protecting the community from griefers. Don't get me wrong, I believe the Inworldz Mentor group is doing wonderful things and should continue to do so, however, I do see the start of what could become yet another secret group - and this must be avoided.

The group has decided to develop secret communications tools via private areas in the forums. This is an innocuous development on the surface, but considering historic patterns in MMO's, it should be avoided. What gives me greater pause is the unique relationship the mentor's have with the founders. If there were ever a reason to not go private, this cozy relationship would be it. Nothing the founders do with a small subset of the community should be secretive, else the founders risk alienating the community at large.

Another thing of note from the Mentor's Meeting notes is the tendency of its members to voice, without chide from other members, objections to various interest groups such as vamps or furries. As a half Drow, I can only wonder what they think of my dark ways. The point is, while the group members have a right to their own views, as does the group as a whole, their close association with the Inworldz governing body casts these views upon the founders, like it or not. Just being a part of the Mentor's group ties the grid founders to the perceptions the community holds of the group as a whole.

In fairness, during the meeting Legion voiced opposition to segregation or discriminatory trends and stated a neutral position repeatedly, which is commendable. Yet while his voice was strong, so were others with more restrictive viewpoints.

History is always there to teach us the lessons we need to overcome our obstacles. This is true in life and no less so in a virtual life. We need to know our history and be wise enough to head its lessons. Look at the ugly histories associated with the Sim's Online and their SSG or the JLU and learn from them. Keep meetings and communications as open to the public as possible, and avoid the temptation of injecting personal preference into any rules, recommendations, or courses of action. The Inworldz founders would be well advised to avoid getting too close to one group, and never allow one group to have either greater voice or access, or the credibility of the governing body will be quickly called into question.

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