[MUD-Dev] Online Gamers become enemies in the Real World
Travis Nixon
tnixon at avalanchesoftware.com
Tue Jul 8 10:29:33 CEST 2003
From: "Vincent Archer" <archer at frmug.org>
> Griefing can exist in a non-combat game.
> Take the example of A Tale in the Desert.
> Somebody recently left the game. As a "parting gift", that person
> placed a list of over half the altars on a public forum, for
> everyone to see. He did that knowing that the Bedouin guild
> described above (who welcomes anybody who wants to pass the test)
> would be hurt the most. By that single act, he pushed the test
> away from the explorer/ social into a random lottery, where the
> person who can spend the most time on-line, trying to re-anoint
> altars, gets more chances than the others.
In my opinion, all this points out is that the mechanism was faulty
in the first place.
It depended on secrecy, in a medium that we KNOW secrets will not be
kept. It was guaranteed to fail at some point, the question was
only "when", not "if".
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