Showing posts with label .hack//. Show all posts
Showing posts with label .hack//. Show all posts

Saturday, March 7, 2009

The Authority to Command

Issues regarding commands and who has the authority to give them are part of everyone’s life. We are all subject to the commands of one person or another, with a tiny minority of possible exceptions at the highest levels of authority. For that reason, everyone’s going to encounter questions of authority and the right to issue commands.

One wouldn’t think these would be difficult questions to answer… and one would be surprised. In the anime series .hack//Sign, for much of the series, there existed a player organization called the Crimson Knights. Throughout the first parts of the series, the goals of the Crimson Knights are obvious: they work to help keep control of the game world. They try to bring players that are violating the rules to “justice”.

All well and good, right? It can’t hurt to have people working to help keep the game under control. Game masters of MMOs across the world are overworked trying to do that job; surely some help is a good thing. There doesn’t appear to be much of a problem at first; the knights are loyal to their leader Subaru and follow her orders.

The problem develops over the series. A conflict slowly develops between Subaru and the second in command of the Knights, appropriately named Silver Knight. The problem is of course a question of authority. Silver Knight wants to take as much control as possible, and be as active as possible in hunting down and punishing anyone who breaks the rules.

This forces Subaru to constantly remind him as the series progresses that they are merely players. She never says any more than that, but the implications are obvious: the Crimson Knights are not the game’s police force. Nor are the Crimson Knights the administrators themselves, as the Cobalt Knight Brigade was in .hack//Legend of the Twilight. The Crimson Knights do not have the authority to command other players to do anything, nor do they have the authority to sanction other players for breaking the rules.

It can’t hurt, though, to have additional people keeping an eye out for rules violations, right? Keeping an eye out is not a problem, but what Silver Knight wanted was to have the authority to punish players for their actions. And that most assuredly is a problem.

Any kind of authority carries with it a responsibility. The two cannot be separated; if one has the authority to punish those who violate the rules, one has the responsibility to the players to fairly and evenly mete out punishment. Any authority carries the responsibility that that authority be used appropriately.

This holds true with all kinds of authority, as well. A commanding officer of a military unit has a great deal of authority with regards to that unit. He issues all of the orders to that unit, whether it be a platoon of soldiers all the way up to a carrier battle group, and directs its actions. With that authority comes the responsibility to ensure that unit’s well-being and direct it wisely.

The President of the United States is one of the few people in the world to whom my earlier exception about taking orders may apply, and has a wide range of power inside and outside that nation’s borders. But with the massive amount of power that comes with the position is a very heavy responsibility to use it wisely to the benefit of the American people and society at large; this is why the election of a new President is such a big deal both inside and outside the United States.

As with the President, because of the responsibility that comes with authority, people are only given authority if they can be shown to be able to handle the responsibilities of that authority. Which brings us back to Silver Knight. The problem was not that he wanted to keep the game under control (although last week’s post has more to say about the desirability of that). The problem was that he and the Crimson Knights were trying to take on authority without recognizing or appreciating the responsibility it carried with it.

One of the many dilemmas of command is the heavy responsibility that comes with it. One of the problems of carrying authority is having to be aware of that responsibility. Silver Knight and the Crimson Knights behind him cared for none of that. They tried to take on the authority of the police without being recognized by anyone as able to handle that responsibility. And partway through the series, they were disbanded by Subaru when she realized these exact problems.

The authority to command is not merely power. It is also the responsibility to those that one commands. One who merely gives orders for the sake of feeling strong or authoritative is not a commander, and can truly only be called a bully or a thug. To truly command, one must recognize that one’s duty to the people or rules above you must be balanced by the responsibility to those one commands.

Saturday, February 28, 2009

Order, Control, and Gaming

Control. There are those people that like to have it, over themselves and the environment around them. There are others who could care less. This is one of the ways to look at the old Dungeons and Dragons 3.5 alignments of Lawful and Chaotic. One values order and control, the other sees them as unnecessary or even a hindrance.

And, in the story of .hack//Legend of the Twilight, it’s pretty obvious where the system administrators of the biggest MMO ever created fall. To quote, “What cannot be controlled must be deleted.” To be fair, it’s on some level an opinion shared by every single game designer and developer ever to make or run a game. Even the most basic games in real life have rules. Have a winner and a loser, and a set of regulations governing what can and cannot be done in the game.

Order and control are thus very important to games of any kind. It is the knowledge that the rules will be enforced that prevents a game from disintegrating. Who would play World of Warcraft if a high-level monster could just teleport into the low-level zones and wreak havoc, killing off all the low-level players that can’t fight back? It is the order present in the game world that allows it to function. That reassures players that low-level monsters are here, and higher-level ones won’t be found there.

And when that order, when that control, breaks down, it must be dealt with. If a player starts cheating to gain an advantage, they need to be removed; if a bug comes into the system, it needs to be fixed. This is a philosophy shared by both the administrators of “The World” in .hack// and the admins of World of Warcraft or any other MMO.

So then, it is clear that a Lawful alignment preserves the game and allows it to function freely and evenly for all players. But then, aren’t there some things that can’t or even shouldn’t be controlled? Surely it’s ridiculous to assume that everything can be brought under strict order, and even more so to think that that’s a good thing. Such is the Chaotic argument.

In today’s games, the systems and worlds are tightly controlled. There’s really not much chance of anything too odd happening. But in .hack//Legend of the Twilight, “The World” is a massive MMO, with far too many details to easily monitor… far too many details to keep control of. And maybe in a world like that one, it’s better to leave some things be.

An element that cannot be controlled is not automatically evil or unbalancing. It can be, but the default position need not be the above quote. Maybe it’s better to let the world change. If something isn’t harmful or dangerous, then why does a lack of control need to mean destruction?

It’s not just the massive world of .hack// that can’t be entirely controlled. In fact, there are elements of chaos in any game, even in our own tightly regulated games. There will be a lack of balance in any system we create. We aren’t good enough to create a perfectly balanced, perfectly fair game world; what’s more, we never will be. So we might as well recognize that some things need not be controlled.

The dichotomy, the divisions between Lawful and Chaotic opinions, can be seen in modern games. In the MMO EVE Online, there are rules to protect the newer players. Certain systems are under the protection of the law, and any act of aggression in those systems will merit a response from the police forces of the world. What’s more, surviving their attack is considered an exploit by the game’s designers. Again, we see that tight control over what can and cannot be done.

But. Unlike in some games, there are no restrictions on who can be attacked; many games with a Player vs. Player element give new players immunity to this warfare as protection. Nothing of the sort exists in EVE, only the police forces that, like in the real world, can’t respond immediately to a threat. And so, chaos works its way back in. EVE players can always be attacked, anywhere and at any time. There will be consequences for the attacker, but that may not save the victim any grief.

And in the systems where the law has no authority? That’s where the players come in. There are several major player-created alliances in EVE, and they’ve managed to fill in the hole that the designers left behind. The systems that the designers left chaotic and uncontrolled? The players have sovereignty over them now, and they can do whatever they like there.

The designers of EVE could have created a police state. They could have created a sprawling empire of powerful police forces that control every known system, lockouts on targeting systems that prevent the targeting of newer or weaker players, and a regimented system of growth and development that would have guided a player up the ranks. They could have controlled everything in sight, and removed any trace of chaos from the game.

But they would have destroyed the fun of the game in the process. By backing off, by creating a system that combines law and chaos, they created an incredibly compelling system. They control what needs to be controlled, to allow players some sense of security, and they leave the rest chaotic.

There’s a message in there somewhere. Control and order are important, to be sure. Without them, no one could live without being hindered by the random whims of others. And order is far more often than not designed for a good purpose. But also, not everything can be controlled. And sometimes, one needs to just let things run unchecked. At times, life needs to be kept on track through order and control. And at other times, life needs to be allowed to run free in a celebration of chaos.