True Names and the Opening of the Cyberspace Frontier (22 page)

BOOK: True Names and the Opening of the Cyberspace Frontier
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The first goal-directed event planned for Habitat was a rather involved treasure hunt called the “D'nalsi Island Adventure.” It took us hours to design, weeks to build (including a hundred-region island), and days to coordinate the actors involved. It was designed much like the puzzles in an adventure game. We thought it would occupy our players for days. In fact, the puzzle was solved in about eight hours by a person who had figured out the critical clue in the first fifteen minutes. Many of the players hadn't even had a chance to get into the game. The result was that one person had had a wonderful experience, dozens of others were left bewildered, and a huge investment in design and setup time had been consumed in an eyeblink. We expected that there would be a wide range of “adventuring” skills in the Habitat audience. What wasn't so obvious until afterward was that this meant that most people didn't have a very good time, if for no other reason than that they never really got to participate. It would clearly be foolish and impractical for us to do things like this on a regular basis.

Again and again we found that activities based on often unconscious assumptions about player behavior had completely unexpected outcomes (when they were not simply outright failures). It was clear that we were not in control. The more people we involved in something, the less in control we were. We could influence things, we could set up interesting situations, we could provide opportunities for things to happen, but we could not dictate the outcome. Social engineering is, at best, an inexact science (or, as some wag once said, “In the most carefully constructed experiment under the most carefully controlled conditions, the organism will do whatever it damn well pleases”).

Propelled by these experiences, we shifted into a style of operations in which we let the players themselves drive the direction of the design. This proved far more effective. Instead of trying to push the community in the direction we thought it should go, an exercise rather like herding mice, we tried to observe what people were doing and aid them in it. We became facilitators as much as we were designers and implementors. This often meant adding new features and new regions to the system at a frantic pace, but almost all of what we added was used and appreciated, since it was well matched to people's needs and desires. We, as the experts on how the system worked, could often suggest new activities for people to try or ways of doing things that people might not have thought of. In this way we were able to have considerable influence on the system's development in spite of the fact that we didn't really hold the steering wheel—more influence, in fact, than we had had when we were operating under the illusion that we controlled everything.

Indeed, the challenges posed by large systems have prompted researchers such as Eric Drexler and Mark Miller to question the centralized, planning-dominated attitude that we have criticized here, and to propose alternative approaches based on evolutionary and market principles. These principles appear applicable to complex systems of all types, not merely those involving interacting human beings.

The Great Debate

Among the objects we made available to Avatars in Habitat were guns and various other sorts of weapons. We included these because we felt that players should be able to materially affect each other in ways that went beyond simply talking, ways that required real moral choices to be made by the participants. We recognized the age-old storyteller's dictum that conflict is the essence of drama. Death in Habitat was, of course, not like death in the real world! When an Avatar is killed, he or she is teleported back home, head in hands (literally), pockets empty, and any object in hand at the time dropped on the ground at the scene of the crime. Any possessions carried at the time are lost. It was more like a setback in a game of Chutes and Ladders than real mortality. Nevertheless, the death metaphor had a profound effect on people's perceptions. This potential for murder, assault, and other mayhem in Habitat was, to put it mildly, controversial. The controversy was further fueled by the potential for lesser crimes. For instance, one Avatar could steal something from another Avatar simply by snatching the object out of its owner's hands and running off with it.

We had imposed very few rules on the world at the start. There was much debate among the players as to the form that Habitat society should take. At the core of much of the debate was an unresolved philosophical question: Is an Avatar an extension of a human being (thus entitled to be treated as you would treat a real person) or a Pac-Man-like critter destined to die a thousand deaths or something else entirely? Is Habitat murder a crime? Should all weapons be banned? Or is it all “just a game”? To make a point, one of the players took to randomly shooting people as they roamed around. The debate was sufficiently vigorous that we took a systematic poll of the players. The result was ambiguous: fifty percent said that Habitat murder was a crime and shouldn't be a part of the world, while the other fifty percent said it was an important part of the fun.

We compromised by changing the system to allow thievery and gunplay only outside the city limits. The wilderness would be wild and dangerous while civilization would be orderly and safe. This did not resolve the debate, however. One of the outstanding proponents of the antiviolence point of view was motivated to open the first Habitat church. This is discussed later in this chapter.

Furthermore, while we had made direct theft impossible, one could still engage in indirect theft by stealing things set on the ground momentarily or otherwise left unattended. And the violence still possible in the outlands continued to bother some players. Many people thought that such crimes ought to be prevented or at least punished somehow, but they had no idea how to do so. They were used to a world in which law and justice were always things provided by somebody else. Somebody eventually made the suggestion that there ought to be a sheriff. We quickly figured out how to create a voting mechanism and rounded up some volunteers to hold an election. A public debate in the town meeting hall was heavily attended, with the three Avatars who had chosen to run making statements and fielding questions. The election was held, and the town of Populopolis acquired a sheriff.

For weeks the sheriff was nothing but a figurehead, though he was a respected figure and commanded a certain amount of moral authority. We were stumped about what powers to give him. Should he have the right to shoot anyone, anywhere? Give him a more powerful gun? A magic wand to zap people off to jail? What about courts? Laws? Lawyers? Again we surveyed the players, eventually settling on a set of questions that could be answered via a referendum. Unfortunately, we were unable to act on the results before the pilot operations ended and the system was shut down. It was clear, however, that there are two basic camps: anarchy and government. This is an issue that will need to be addressed by future cyberspace architects. However, our view is that a virtual world need not be set up with a “default” government, but can instead evolve one as needed.

A Warning

Given the above exhortation that control should be released to the users, we need to inject a note of caution and present our next assertion:

You can't trust anyone.

This may seem like a contradiction of much of the preceding, but it really is not. Designers and operators of a cyberspace system must inhabit two levels of virtual world at once. The first we call the “infrastructure level,” which is the implementation, where the laws that govern “reality” have their genesis. The second we call the “percipient level,” which is what the users see and experience. It is important that there not be “leakage” between these two levels. The first level defines the physics of the world. If its integrity is breached, the consequences can range from aesthetic unpleasantness (the audience catches a glimpse of the scaffolding behind the false front) to psychological disruption (somebody does something “impossible,” thereby violating users' expectations and damaging their fantasy) to catastrophic failure (somebody crashes the system). When we exhort you to give control to the users, we mean control at the percipient level. When we say that you can't trust anyone, we mean that you can't trust them with access to the infrastructure level. Some stories from Habitat will illustrate this.

When designing a piece of software, you generally assume that it is the sole intermediary between the user and the underlying data being manipulated (possibly multiple applications will work with the same data, but the principle remains the same). In general, the user need not be aware of how data are encoded and structured inside the application. Indeed, the very purpose of a good application is to shield the user from the ugly technical details. It is conceivable that a technically astute person who is willing to invest the time and effort could decipher the internal structure of things, but this would be an unusual thing to do as there is rarely much advantage to be gained. The purpose of the application itself is, after all, to make access to and manipulation of the data easier than digging around at the level of bits and bytes. There are exceptions to this, however. For example, most game programs deliberately impose obstacles on their players in order for play to be challenging. By tinkering around with the insides of such a program—dumping the data files and studying them, disassembling the program itself and possibly modifying it—it may be possible to “cheat.” However, this sort of cheating has the flavor of cheating at solitaire: the consequences adhere to the cheater alone. There is a difference, in that disassembling a game program is a puzzle-solving exercise in its own right, whereas cheating at solitaire is pointless, but the satisfactions to be gained from it, if any, are entirely personal.

If, however, a computer game involves multiple players, delving into the program's internals can enable one to truly cheat, in the sense that one gains an unfair advantage over the other players of which they may be unaware. Habitat is such a multi-player game. When we were designing the software, our “prime directive” was “The backend shall not assume the validity of anything a player computer tells it.” This is because we needed to protect ourselves against the possibility that a clever user had hacked around with his copy of the frontend program to add “custom features.” For example, we could not implement any of the sort of “skill and action” elements found in traditional video games wherein dexterity with the joystick determines the outcome of, say, armed combat, because you couldn't guard against someone modifying their copy of the program to tell the backend that they had “hit,” whether they actually had or not. Indeed, our partners at QuantumLink warned us of this very eventuality before we even started—they already had users who did this sort of thing with their regular system. Would anyone actually go to the trouble of disassembling and studying 100K or so of incredibly tight and bizarrely threaded 6502 machine code just to tinker? As it turns out, the answer is yes. People have. We were not one hundred percent rigorous in following our own rule. It turned out that there were a few features whose implementation was greatly eased by breaking the rule in situations where, in our judgment, the consequences would not be material if people “cheated” by hacking their own systems. Darned if people didn't hack their systems to cheat in exactly these ways.

Care must be taken in the design of the world as well. One incident that occurred during our pilot test involved a small group of players exploiting a bug in our world database which they interpreted as a feature. First, some background. Avatars are hatched with two thousand Tokens in their bank account, and each day that they log in they receive another 100T. Avatars may acquire additional funds by engaging in business, winning contests, finding buried treasure, and so on. They can spend their Tokens on, among other things, various items that are for sale in vending machines called Vendroids. There are also Pawn Machines, which will buy objects back (at a discount, of course).

In order to make this automated economy a little more interesting, each Vendroid had its own prices for the items in it. This was so that we could have local price variation (i.e., a widget would cost a little less if you bought it at Jack's Place instead of the Emporium). It turned out that in two Vendroids across town from each other were two items for sale whose prices we had inadvertently set lower than what a Pawn Machine would buy them back for: Dolls (for sale at 75T, hock for 100T) and Crystal Balls (for sale at 18,000T, hock at 30,000T!). Naturally, a couple of people discovered this. One night they took all their money, walked to the Doll Vendroid, bought as many Dolls as they could, then took them across town and pawned them. By shuttling back and forth between the Doll Vendroid and the Pawn Shop for hours, they amassed sufficient funds to buy a Crystal Ball, whereupon they continued the process with Crystal Balls and a couple of orders of magnitude higher cash flow. The final result was at least three Avatars with hundreds of thousands of Tokens each. We only discovered this the next morning when our daily database status report said that the money supply had quintupled overnight.

We assumed that the precipitous increase in “T1” was due to some sort of bug in the software. We were puzzled that no bug report had been submitted. By poking around a bit we discovered that a few people had suddenly acquired enormous bank balances. We sent Habitat mail to the two richest, inquiring as to where they had gotten all that money overnight. Their reply was “We got it fair and square! And we're not going to tell you how!” After much abject pleading on our part they eventually did tell us, and we fixed the erroneous pricing. Fortunately, the whole scam turned out well, as the nouveau riche Avatars used their bulging bankrolls to underwrite a series of treasure hunt games which they conducted on their own initiative, much to the enjoyment of many other players on the system.

Keeping “Reality” Consistent

BOOK: True Names and the Opening of the Cyberspace Frontier
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