Issue: | Issue 21, April 2003 |
Section: | Articles |
Author: | Lexley |
Mortal Morals
When I was a newbie to MUD2, a sorcerer (what a high level that
seemed!) offered to give me 300 points. All I had to do was spend a few minutes
helping him in the swamp. 300 points seemed an awful lot to me at the time, so I
agreed. Ten minutes later, he gave me my 300 points and I was happy. Nothing
wrong with that, then?
Well yes, there was. Although I'd made 300 points, he had made 2,000 for the
crown. An experienced player would have demanded a more equitable split; he
therefore got newbies to help him because the returns were better. Basically, he
was ripping them off. He offered a deal, but didn't explain the full terms of
the deal.
In other words, he had suspect morals.
Morality is a subject which is almost inextricably intertwined with that of
religion. This makes it very touchy because religions, by their very nature,
depend on people believing things to be true without any of what other people
(of a different or of no religion) might consider to be evidence. Also, because
most major religions are hundreds if not thousands of years old, there's a
problem when a system of ethics which worked fine all those years ago runs up
against modern political or scientific thinking.
For every The Christian
Courier ("Charles Darwin challenged the Bible record of creation with his
book, The Origin of Species. His influence has been extensive and
harmful") there is a BBC
Education ("4,000 million years crammed into one website"); for every Planned Murderhood ("A complete Web
Solutions Provider for Anti-Abortion/Prolifers and American Patriots" -
highlight the black space from the lower right-hand corner to see the hidden
keywords list they use to trick search engines into recommending them) there is
a National Woman's Health Organization ("We
understand that your emotional health and safety are as important as your
physical well being"); for every The
Muslim News ("Homosexuality amendment defeated in Lords ... Lord Ahmed
supports the Amendment on the grounds that Muslims are opposed to
homosexuality") there is an ALL
Together ("A place to explore Sexuality and Coming Out").
And then some ...
It's also quite possible to have a moral code without having a religion to
support it (Does
morality require a God?). So even if I were to talk about the morals of
MUD2 from the perspective of one or more major religions, I'd still get
into trouble from atheists (which, as they include the game's author, can't
easily be dismissed in this context!).
However, if I am to discuss the morals of the game, I do need some definition
of what is "moral" and what isn't. I have therefore gone back to the
philosophical underpinning of morality, which is basically this: don't do to
other people what you wouldn't like them to do to you. OK, so there are
exceptions (my dentist can be forgiven for not letting me fill his teeth), but
the basic idea is valid. I'm sorry if this doesn't mesh with your own
fundamental morality, but it's the best I can do. It's what I'll be assuming for
the remainder of this article, anyway.
Incidentally, those of you who, like me, use Freeserve as your ISP may find that some
of the above links don't work. This is because Freeserve surreptitiously filters
them out. In fact, it even filters out some of the ads that Alta Vista throws up when you do research
on the topic! Yet do they tell you they're filtering it out? No - they just
report that the page isn't found.
Another example of suspect morals ...
The first point I have to make, which is absolutely crucial, is that morality
is essentially a real life phenomenon. There is no concept of morality in
the game itself; essentially, it's an invention of the players. If no-one were
to play MUD2, the mobiles would still walk around stealing things from
one another and attacking without compunction. The morality of the game is an
absolute: if the game allows you to do something, it therefore implicitly
permits it; if it doesn't, it implicitly prohibits it.
This doesn't mean that anything goes, however. Reality "allows" you to tie
firecrackers to old ladies' hair, but that doesn't mean you can expect that to
work as an excuse when you're hauled up before the magistrate. In considering
what you can do - whether in reality or MUD2 - the controls operate at
three levels:
- What is physically possible.
You can't do things which are physically
possible. In Real Life, no matter how desirable it is that you be able to
travel faster than light, you can't. In MUD2, no matter how much you
want to be able to break arbitrary objects into their constituent parts, you
can't.
- What is legal.
Lawmakers impose restrictions on what you can do.
Sometimes, this works by telling you what you can't do, and sometimes it works
by telling you what you can. In England, killing people is prohibited except
in very special cases (self defence, for example, or soldiers in wartime). In
MUD2 it is generally allowed, but deliberate suicide to give people
points is not. Sanctions are imposed on transgressors by the authorities, who
have the ability to enforce their laws.
- What is moral.
Your morality is personal. In the real world, you may be
against hunting animals even though it's legal. You may treat women as
inferior even though the law makes no such claims. In MUD2, you might
never attack anyone at a level lower than your own. You might always leave
easy treasure that you come across so that newbies can find it. These are
decisions based on your own personal morality (or lack of it).
From this, we can see that my earlier statement about the game being
essentially without morality stands up: if there were no players and no
lawmakers/enforcers, then all that's left is what's physically possible. If you
can do it, that's all that matters.
The point where normal systems of morality start to get flaky is where these
world collide. If it's not OK to kill people in real life, why is it OK to kill
people in MUD2? Because they're not real people? But if instead of
"dwarfs", those mobiles were described as "niggers" that would be utterly
unacceptable - even though they wouldn't be real people either, just
representations. What allows a game universe to get away with modelling the most
serious of all crimes (murder) but not a lesser crime (racism)?
How about things that aren't even crimes? Would it be acceptable, for
example, to make all the player characters male and all the mobiles female? No,
it would not be: that would be saying things about women and what it's OK to do
to them which, although not overt, would be nevertheless there and dangerous to
encourage. Well in that case, what if all the player characters were female and
all the mobiles male? They can put Man O Man on TV ... What if the mobiles
and the player characters were all the same sex? Would it matter which
sex? Perhaps it would.
You can't use the excuse that MUD2 is a role-playing game, and
therefore it's OK for people to kill in it because they could do so in the
vaguely medieval setting it uses. In medieval times, the Jews were regularly
persecuted simply for being Jews, but if you put that into MUD2 for
"realism" then, again, you had better have a very good excuse (an educational
MUD teaching schoolchildren how their ancestors behaved, perhaps). You can't
simply let people persecute Jews for fun, even in a game - the real world
(rightly) insists so.
The reason that some things are OK and some aren't is because the real world
is boss. MUD2 exists in the real world, therefore it is subject to the
real world's constraints. It is a model of a non-real world, but the real world
does not exist in that model. In the real world, someone can switch off the
computer that runs MUD2; no-one in MUD2 can switch off reality.
It's when events in MUD2 take on a real world aspect that they become
real world issues.
This is why no-one bats an eyelid in MUD2 when they steal from
another character, but they do when a character with a profane name enters the
game. It's why you can burn down private property, give alcohol to apes and
slaughter babies and children in MUD2. None of these actions have an
immediate impact on the real world. But if you start talking dirty to a
12-year-old, or trying to sell illegal drugs, or giving yourself blasphemous
names, the superiority of reality is asserted. What you are doing has real life
consequences.
That's why they're "dwarfs" and not "niggers". Well, that and the fact that
persons of restricted growth haven't got much political clout at the moment ...
So problems of morality in MUD2 do not, in fact, have much to do with
MUD2 at all. They're to do with those aspects of reality that come to
the fore through the game. You may believe that helping the disadvantaged is
something which is important, therefore you go out of your way to talk to
newbies. You may believe that people should learn to stand on their own two
feet, so you explain puzzle solutions in terms of cryptic hints instead of
straight answers. Whether you, as a vegetarian in real life, allow your
character to eat the ham is as of little consequence as whether you, as a
responsible member of society in real life, allow your character to flood a mine
and drown half a dozen dwarfs who never knew what hit them. It's not an issue:
you're not doing it, your character is. You're not doing it to a
person, you're doing it to a game construct. It only becomes an issue
when you do something that directly affects a person. Not a character (persona),
mind: a person.
Here is the single, most important statement in the whole of this article:
it's people, not characters, that are important.
You can do things to characters, but always remember that there is a person
behind them. A character is a representation of a real character in the game
world. What you do to that character impinges on the real world via the person
playing that character; in other words, characters interacting in MUD2
are really just public interfaces used to connect the minds of real people. When
put like that, it becomes obvious that it's possible to cause real-world
distress by in-game action. What your character does to another character occurs
only because you, a player, wish to have an effect on the player of the other
character. Now of course, almost all the time this is within the context of the
game, and both players expect it; they knew what a "game" was when they started,
so they expect to win some and lose some, they expect some highs and lows -
that's part of the attraction. But that's only almost all the time.
Sometimes, reality rises shark-like from the water and the game momentarily
ceases to be a game.
People can really hurt one another. I don't just mean by the use of insults
or inconsiderate language - that just shows them up to be prats. I mean much
deeper wounds, like those caused by lying, bullying and betrayal. And because
people often identify with their characters, they can be hurt by direct assaults
on those characters. Players may look on their characters as if they were
friends, or as aspects of their own identity, or even as true representations of
themselves. Just as they might get upset and angry when they see someone torment
an innocent animal in the real world, they can get upset and angry when someone
torments their character in the game without provocation.
I'm now going to give a series of examples of things that players commonly do
in the game which, were they to think about it a little more than they do (which
is to say, if they were to think about it at all!), might give them cause for
concern for what it says about them as people in real life.
It should come as no surprise that the first of these examples concerns PKing
(player killing).
Contrary to what many people seem to believe, I am not against players
attacking others in the game. These things happen in games, MUD2 makes
no secret of the fact it will happen - it even does it itself, killing
characters with its mobiles. Without some killing, we'd have a game of all
wizzes and novices, with nothing in between.
What I object to is unfairness in killing. Attacking someone with massive
force, when they stand no chance of escape, is sadistic and unwarranted. Players
who PK can really hurt their victims - in fact, for many of them this is the
very reason they PK in the first place. What they don't give much thought to is
what it feels like to be on the receiving end of something that is, effectively,
an assassination. When you stand practically no chance of survival, that makes
it even worse. The PKs can even come in afterwards to gloat, in the guise of
"teaching" you what you did wrong. What you did wrong was to play with assholes
like that around in the first place, that's what you did wrong! But you're
simply expected to show some backbone and get right back to where you were
without a whimper.
And if you do take it "like a man", do you get any credit? No. They just find
some other excuse to whack you again. All they're teaching you is to play when
they're not around. Tough if real life won't let you do that. Fairness? What's
that got to do with it?
Why is this a moral issue, and not simply one of people with disturbed
personalities or too many hormones getting kicks from a game which, while not
encouraging what they're doing, doesn't exactly discourage it either? It's a
moral issue because it violates the framework of consensuality that
exists between the players. All players coming into a game have certain
expectations of what being a "game" means. This can involve many things, such as
its luck factor, its learning curve and the behaviour of its other players. If
weeks of play can be wiped out by totally random events (say, every once in a
while the dragon summons you using wiz powers and slays you before you get to
type a command) then that would be counter to the expectations players have of
what a game is about; they would complain. The game would then be changed to
remove this problem (I hope!).
When it comes to other players, though, it's all down to trust. The players
have to trust one another to play the game. It's not a game when people
who have much, much more experience and much, much better kit and much, much
higher level characters come along and kill you. There was nothing you could do
to stop them. You didn't join the game so people could use you as a punchbag: by
doing this to you, they're betraying your trust in them to behave responsibly.
Yes, of course the game mechanics allow them to attack you, but the game
mechanics in cricket let you hit a ball at someone's head; you're trusting your
fellow players not to do that. It doesn't matter what excuses they come up with
- "it happened to me when I was a superhero", "I'm 2 levels higher than you,
deal with it", "if you can't take it, don't play" - you know that they took
advantage of you. By signing up to the game, you accepted that certain things
you wouldn't like might happen, but the PK has gone way beyond what you felt you
agreed to. It was no longer consensual. You trusted them to behave within
certain parameters, but they violated that trust; they violated you.
Fairness may have little to do with it, but fair play has everything
to do with it.
My second example of the way people bend their morals to suit themselves
concerns the "role-playing" argument that PKs often give to excuse themselves.
What happens here is that Player A and player B are friends. Their main
characters are A1 and B1 - these are the ones they were playing when they became
friends. One day, player A brings on A2 and kills B1. When player B brings back
B1 the novice, he complains to player A. Player A says that he was just
role-playing an evil character. He comes back as A1 all full of sympathy.
What kind of idiots do these people think we are?
Friendships are between players, not characters. Characters can't have
friendships any more than lit brands can. It's the real people who have the
friendship. If one of them does something nasty to the other (such as killing
their character) then they're damaging their real friendship. OK, so maybe they
were role-playing, but who wants to be friends with someone who can turn
on you at any moment using that kind of feeble line as an excuse? People who use
this "I was only role-playing" argument are doing no such thing! What's more,
the fact they're using that argument on you in the first place means they don't
have a very high regard for your intellect. They'll just carry on doing it while
you're dumb enough to let them.
They want their bread buttered both sides: they want to advance their
characters, game skill or level of fun at your expense, but don't want to suffer
the consequences. So they fob you off with an excuse that it wasn't really them,
it was someone they were pretending to be. Right. Why don't they pretend
to be someone who gives you all their treasure next time?
This a moral issue because it's come out of the game. Friendships forged in
MUD2 are friendships in real life. Friendships betrayed in MUD2
are friendships betrayed in real life. Betraying a friendship in real life is an
action which draws widespread disapprobation. Why the surprise that it does so
in MUD2, too?
No wonder so many of these people find themselves friendless after a while ...
My third example continues this theme of betrayal. In this one, people claim
to be someone or something that they are not and you invest a lot of time and
effort in them, only to find out that you've been suckered.
The most obvious way this happens is when dealing with newbies. Many newbies,
as I've said before, are no such thing. In order to work up a secret character (for
whatever reasons, but mainly, I suspect, so they can PK their friends without
being blamed) they start off pretending to be brand new. A newbie helper comes
along and gives them lots of encouragement, patiently explaining all the
commands and showing them how to get treasure, when it suddenly becomes clear
that the newbie is an oldbie playing tricks. It's infuriating! I used to bawl
them out when they did this to me, but now I pretend I haven't noticed and
simply make a mental note that so-and-so is a fake instead.
Fake newbies are just the tip of the iceberg, though. In MUD2, anyone
can say anything about their real life selves, and who's to know they're lying
or telling the truth? The number of times I've got quite deeply into a chat with
a female-presenting player only to realise that something was not quite right,
and, sure enough, it's a guy. I'm not saying that guys shouldn't play female
characters, of course not; it's just that when they claim to be girls in real
life and they're not it annoys me. How can you make friends with people who lie
to you about things like that? How can you ever trust them not to lie to you
again? They should either admit the truth openly, like most people do, or seal
themselves in a role-playing cocoon that makes no reference to their real life
self at all.
Again, the reason this is a moral issue is because it's a betrayal of real
world trust. For a relationship to develop, people have to enter into one
another's confidence. If it subsequently turns out that someone has been telling
you a pack of lies from start to finish, that's intolerable. I have several
long-term email correspondents I've never met in real life and if I found out
that they'd been making up everything we'd ever talked about I'd go wild! And if
that applies to email, why shouldn't it apply to MUD2?
My final
example is a little more subtle: it's what we wizzes (preen, preen) call
"sneaking". This is where players have reached a level way beyond their ability
by using tactics that aren't really in the spirit of the game: only playing when
there's hardly anyone around; quitting when people you don't know appear; only
scoring for easy treasure in 5-minute bursts; killing one mobile in a bash then
sitting it out in the tearoom. I'm sure you know what I mean - everyone has
heard of someone who's done this, even if they haven't actually done it
themselves. Does the phrase "How did they ever get to be a mage?" ring a bell?
The waters are muddied by the fact that many ordinary players actually
respect people who are trying to sneak their way to higher levels. They see all
PKs as being wizmorts out to get them, therefore anyone who can fly in the face
of that deserves to be cheered all the way. What they fail to appreciate is that
people who sneak like this are undermining the very principles that make the
game fun for everyone else. If you can reach wiz by popping in at the start of a
reset, swamping 500 points worth of flowers, then sitting in the Tearoom
chatting the rest of the time (except maybe when the SV mobile count
gets close to a points bonus) then, frankly, what's to stop anyone from reaching
wiz? Why bother with character death at all if it's completely avoidable anyway?
In fact, why should they even have to go through the tedium of playing to wiz -
wouldn't it be simpler if they could merely write Wireplay a cheque for 1,000
hours of usage and save all that tiresome playing fluff?
And that's the heart of the issue. "How did they ever get to be a mage?" can
all too soon become "How did they ever get to be a wiz?". It has to mean
something when you reach wiz; people who try get in through a back door are
cheating those who strive to do it honestly. As I mentioned earlier, central to
the conditions that people understand prevail when they start a game is the
concept of fair play. People who attempt to writhe snake-like up to wiz are not
playing fair; in so doing, they mock the attempts of people who struggle up
conventionally. The same trust you have in your fellow players that they won't
swat you like an insect with monstrously superior firepower is the same trust
you have in them that they won't cheat.
Is it a moral issue? It's unlike the other three. I don't want to be PKed
without hope of escape, so I won't PK others; I don't want my friends to turn on
me, so I won't turn on them; I don't want others to deceive me, so I won't
deceive them. Those are all fairly obviously issues of personal morality, as
discussed at the beginning of this article. But what about sneaking? Sneaking is
an individual action - you don't "sneak someone" in the same way that you "PK
someone" or "deceive someone". Why is it a problem, if there's no victim?
It's a problem because every player is a victim, in the long term.
Suppose that in real life you worked hard for your A-levels and went on to do
a degree. After another three or four years of more hard work, you eventually
pass, only to discover that someone has been given the same degree as you merely
for attending the lectures. You'd be angry: firstly, because it meant you'd done
all that work when you needn't have; and secondly, because once word got out how
easy it was to get a degree like yours, it would be worthless as a qualification
anyway.
So it is with MUD2. If anyone can make wiz with a minimum of effort,
what kind of a goal is that? It's no goal at all! People who sneak up are
debasing the currency: they want to be a wiz because that shows them to be a
great player, but by sneaking up they make the rank of wiz worth less. People
who have been playing to score points "properly" are being cheated by this
reduction in value of their ultimate goal. Anyone who sneaks to wiz regardless
of the effect on the other players is lacking in morals.
So how do your MUD2 morals stand up? Can you honestly say that you
never do anything which affects people in real life beyond what they might
reasonably expect when they start to play the game? Do you never do things to
people which you would really, really hate for them to do to you?
To round off, here are some scenarios for you to think about. I won't make
any comments as to whether I think they're morally justifiable or not - that's
for you to decide. Why not make a post on the forums with your thoughts on the subject?
- Player A's sorcerer is attacked without provocation by player B's warlock.
Player A knows that player B also has a sorcerer. Is it OK for player A to
attack player B's sorcerer with a mage?
- Player A is killed by a mysterious PK which player A is certain belongs to
player B. Player A posts a list of all player B's characters on the BB. Are
player A's morals suspect?
- Player A won't tell anyone anything about his private life. After much
detective work, player B finds a photograph of player A on some obscure web
site. Is it morally defensible for player B privately to tell other interested
players the URL of the image?
- A wizard tries to chat up a mortal. Good news or bad news?
- An experienced mortal is emigrating and won't be able to play any more. As
a parting gift to everyone, he posts a complete and very accurate set of maps
on his web site. Can the morality of this act be called into doubt?
- MUDs are addictive. Is providing them therefore an immoral act?
Enjoy yourselves wrestling with those!
Further Reading
The major article on morals in MUDs is An Essay on Ethics and Virtual
Reality. It argues cogently that ethics do apply in MUDs, that there are
different types of ethics involved and what some of these are.
Most MUDs don't mention ethics or morality at all, of course - it's a tricky
subject! For a lot of these, the fact that different character alignments allows
for a range of "moral standards" is enough, although those are in-game only, of
course. That said, many MUDs allow players to organise into groups or "clans"
(like MUD2's houses), and some of these have their own moral codes. For
example, the "Watchers" clan from the MUD The Dead of The Night has a fairly evolved
constitution
which covers issues of morality both inside and outside the game.
MUDs which do give ethical guidelines tend to do so at the "netiquette"
level, for example Sleepless Nights. These
muddle together moral and practical issues, but they're better than anything
MUD2 has at present... Even Abandon All Hope, a MUD which prides
itself on its willingness to explore grey areas of morality, doesn't have a
particularly well codified set of
rules.
Two interesting articles by outsiders on some of the moral implications of
MUDding are Machina sapiens
and Human Morality (which considers the moral issues raised by "bots" in
MUDs and IRC) and Happy as
a Player in MUD (which outlines the main positions taken by people when
relating MUDs to real life - the author doesn't seem to like mine!).
As usual, there are some interesting academic papers to be found, for people
who want to take the subject just that little bit further. The
Social Trajectory of Virtual Reality: Substantive Ethics in a World Without
Constraints is absolutely excellent, I can't recommend it too highly. MUDs, Memories and Morals: A
Revisioning of Primary Orality and Later Literacy is more quirky (OK,
much more quirky!) but it has some interesting things to say towards the
end on how MUD histories are remembered by players and the way that players'
morals affect this.
And to wrap it all up, I guess I should state the obvious: this article is
written from a mortal's point of view. Wiz morals are something else entirely!
For MUD2, there is a proper, formal document provided to wizzes
which defines the boundaries of acceptable wiz behaviour, but it's not something
I can openly discuss; as a wiz, there's a danger that anything I say on the
subject could be taken literally, out of context. Mortals interested in the kind
of constraints under which wizzes have to operate will therefore either have to
make wiz themselves, or look at what other MUDs publish on the subject - two
good ones are the famous Amberyl's Wizard
Ethics and Impmud's MUD Admin Ethics.
Don't take it all too seriously though. When I asked one old-timer what
"ethics" meant to him, he replied, "It'th the univerthity where the firtht MUD
wath written"!
This article first appeared in the August 1999 issue of Witch?
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