[MUD-Dev] Game Economies
Ola Fosheim Grøstad <olag@ifi.uio.no>
Ola Fosheim Grøstad <olag@ifi.uio.no>
Tue Jun 8 13:11:14 CEST 1999
Caliban Tiresias Darklock wrote:
> We're not individuals anymore.
Compared to the past we are more individualistic now than ever...
> licenses. Fingerprints. Blood samples. Dental records. We long ago shifted
> from being individuals to being communities, then to being demographics,
> and then to being markets.
You mean slaves -> peasants -> workingclass -> academics. We became
demographic markets when we could afford more than the cheapest food, I
think?
> The entire point of human existence in modern
> life is to become one of the good consumers, one of the productive people
> who fits into this big machine we've built across the world and gets a
> paycheck every two weeks that he goes out and spends on things he doesn't
> need so big faceless companies can make more things he doesn't need and
> then convince him through blatant and time-honored manipulation tactics
> that he does *too* need it and should buy one right NOW.
Some sociologists claim that we are moving to an emotional period. I guess
that means romantic. What you say is that companies will buy you with
giving you fake attention? That is a romantic move, I think.
If virtual worlds catch on as a match-maker, then I think that could be as
sign that we want more from relations than random spatial proximity. I think
there are housing projects that target people with assumed common interests
though...
> In the face of all this, it's really nice just to believe for a few seconds
> that some other human being actually gives more than a mouse fart in a high
> wind whether you live or die.
In the past, death was the norm. Less tight communities ought to suggest a
move towards becoming individuals.
--
Ola
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