M.Thrane
14th June 2013, 17:18
Now, this might seem silly initially, but I'm convinced that some of the socio-economic aspects of certain video games could be useful as a study of human relations in a post-scarcity society.
Bear with me,
I'll narrow down my thoughts by limiting them to one game in particular:
Runescape. These are some features of the online society of Runescape back in 2006-7:
Rules of this world:
1. No one can die from starvation or disease.
This means that, in effect, there are no more physical needs, although material desires still exist (will come to this further down).
2. Self-realization is the only percievable goal - which occurs in direct competition with other players.
With all basic needs covered, the only "goal" to life in this world lies in self-improvement through levelling skills and obtaining material wealth. Only through individual labour can you get more skilled at something, but certain skills require materials and others can be easier to work with better material tools - both of which carry real scarcity in this world. This self-improvement is visible in relation to the world and wher you may travel and what beats you may defeat, but mostly it is comparable to the relative social stature of your fellow players. It is easy to directly compare what material goods and what strengths one player have over another, because they all have the exact same potential to obtain both.
3. Death in combat is not permanent and can only result in material loss.
If you are killed, either by beasts or by other players, all you may lose is inventory - This "death" must therefore only be seen as sport, and we cannot study the phenomena in relation to human mortality. We can, however, study the effect material wealth has on social elevation in a post-scarcity world.
4. A living economy
All material goods carry economic value in relation to demand - as in a capitalist society. However, as noted above, none of these goods are necessities for life - They only serve to give players more power, make it easier to improve ones own power, or as a means of displaying wealth in a symbolic manner.
Results:
1. A thriving economy
Despite all needs being covered, material greed remains an immense driving force behind the game's mechanics. This must be seen in relation to the capitalist culture of the real world the players come from, but still shows a possible outcome of post-scarcity. I feel the need to stress that this was a very real economy, where trade-centers naturally sprouted around all major banks, and prices fluctuated greatly based on scarcity - which could be felt very immidetly local. Fish could be bought very cheaply from the fishing players by the rivers, which could be sold for more than twice the original price at a trading center - due to the time-consuming labour process of carrying all the fish there. Merchants would stand in huge groups by the trading centers and market their wares - always trying to outdo each other with colourful text and animations to draw attention.
2. Wage labour
Many players -most of them, I should think- became full-time labourers for the rich high-levelled players. With enough material wealth, getting more wealth was easy, and manual labour started to seem pointless. To obtain the resources needed to level further, most rich players would simply "employ" players of lower stature to produce goods and carry them to the trading center. These workers had no rights whatsoever; They did what was asked of them in hope of getting paid, but sometimes the rich player would go back on is promise, or simply disappear - Usually, though, the produce of the labourer could be sold to other merchants, and as no goods were tied to any physical need, this abuse of labour caused no uproar.
3. Economic crime
Crime flourished in various forms. The simplest form of "scam" was tricking other players into believing your goods were worth more than the actual market price - but by many this was just seen a part of the game. Those with more knowledge and economic prowess prospered on the ignoranc eof others and that was "as it should be" - according to capitalist doctrine. However, there were also those that would trick newer players by luring them out to areas were they could be killed and robbed, or who proposed trades and just before the other player clicked the "accept trade"-button would alter his side of the deal (from ex. 10.000 gold pieces to 1000). These act were illegal, and subject to harsh punishment. If you got reported for such acts, you could end up with your account suspended, or even permanently deleted (like a death-sentnce), and even so, pretty much everyone did perform such crimes.
As bots (illegal programs that could automate player characters) became more and more popular. They worked like machines, needing very little supervision - which lead to a great price drop (over time) in products like ore, fish and wood. This, in turn, made such expensive goods more available to the poor players, and gave life to the myth of "trickle-down economy".
4. Social relations
But was social elevation the only good in this world? Is social elevation at all a good unless you socialize? -No, seemed to be the short answer. The long answer is that people socialized a lot, made friends, were nice to each other and shared. Yet, the pervasive economy also dictated a lot of the free social interaction. Rich players were by many adored, and many (both men and women) made female characters and sold their company to lonely male players. However, the most notable thing, I find, is that the social familiarity and friendliness only extended so far; In a bustling community of thousands of players, most people made their own little cliques. Within these cliques, people mostly treated each other with respect, while at the same time having no qualms when it came to scamming and abusing other players. Even in this world of post-scarcity, a popular collective understanding didn't exist - people roamed in packs, in competition with and at war with the rest of the world. Not on the basis of self-preservation, not on the basis of belief or ideology, but on the basis of sheer competition and greed.
5. Charity and power
So then, what to do when you have become immensely rich and have reached the highest level in most skills? Simply by being present in your expensive gear garners attention, and some held so-called "drop-parties" for attention alone (a rich person would gather a group of players at a location and start dropping valuable goods and watch them run around trying to get to it first), but many also "bought" the loyalty of other players - this gave them very real power, and some often travelled about with their own attachés of lick-spittle servants.
Now, why did I write this and what can we draw from it?
Me, being a communist myself, I have a hard time envisioning how the world may look post-socialism. Although the things I mentioned happened in a game-setting (a form of social interaction most akin to friendly sports), and in a setting of a real-world capitalist mentality, they are very real issues. Issues I feel are very much worthy of discussion - For, how much of this can be ascribed to culture, and which are expressions of human nature?
It is difficult to predict, especially about the future, but what are your thoughts (personal or derived from other historical thinkers) regarding these matters.
The company owning Runescape eventually removed player killing and took control over the economy (removing all possibility to scam, as well as all possibility of making a profit from deftly manoeuvring the economic landscape), which made the game incredibly boring and pointless, and everyone left.
Bear with me,
I'll narrow down my thoughts by limiting them to one game in particular:
Runescape. These are some features of the online society of Runescape back in 2006-7:
Rules of this world:
1. No one can die from starvation or disease.
This means that, in effect, there are no more physical needs, although material desires still exist (will come to this further down).
2. Self-realization is the only percievable goal - which occurs in direct competition with other players.
With all basic needs covered, the only "goal" to life in this world lies in self-improvement through levelling skills and obtaining material wealth. Only through individual labour can you get more skilled at something, but certain skills require materials and others can be easier to work with better material tools - both of which carry real scarcity in this world. This self-improvement is visible in relation to the world and wher you may travel and what beats you may defeat, but mostly it is comparable to the relative social stature of your fellow players. It is easy to directly compare what material goods and what strengths one player have over another, because they all have the exact same potential to obtain both.
3. Death in combat is not permanent and can only result in material loss.
If you are killed, either by beasts or by other players, all you may lose is inventory - This "death" must therefore only be seen as sport, and we cannot study the phenomena in relation to human mortality. We can, however, study the effect material wealth has on social elevation in a post-scarcity world.
4. A living economy
All material goods carry economic value in relation to demand - as in a capitalist society. However, as noted above, none of these goods are necessities for life - They only serve to give players more power, make it easier to improve ones own power, or as a means of displaying wealth in a symbolic manner.
Results:
1. A thriving economy
Despite all needs being covered, material greed remains an immense driving force behind the game's mechanics. This must be seen in relation to the capitalist culture of the real world the players come from, but still shows a possible outcome of post-scarcity. I feel the need to stress that this was a very real economy, where trade-centers naturally sprouted around all major banks, and prices fluctuated greatly based on scarcity - which could be felt very immidetly local. Fish could be bought very cheaply from the fishing players by the rivers, which could be sold for more than twice the original price at a trading center - due to the time-consuming labour process of carrying all the fish there. Merchants would stand in huge groups by the trading centers and market their wares - always trying to outdo each other with colourful text and animations to draw attention.
2. Wage labour
Many players -most of them, I should think- became full-time labourers for the rich high-levelled players. With enough material wealth, getting more wealth was easy, and manual labour started to seem pointless. To obtain the resources needed to level further, most rich players would simply "employ" players of lower stature to produce goods and carry them to the trading center. These workers had no rights whatsoever; They did what was asked of them in hope of getting paid, but sometimes the rich player would go back on is promise, or simply disappear - Usually, though, the produce of the labourer could be sold to other merchants, and as no goods were tied to any physical need, this abuse of labour caused no uproar.
3. Economic crime
Crime flourished in various forms. The simplest form of "scam" was tricking other players into believing your goods were worth more than the actual market price - but by many this was just seen a part of the game. Those with more knowledge and economic prowess prospered on the ignoranc eof others and that was "as it should be" - according to capitalist doctrine. However, there were also those that would trick newer players by luring them out to areas were they could be killed and robbed, or who proposed trades and just before the other player clicked the "accept trade"-button would alter his side of the deal (from ex. 10.000 gold pieces to 1000). These act were illegal, and subject to harsh punishment. If you got reported for such acts, you could end up with your account suspended, or even permanently deleted (like a death-sentnce), and even so, pretty much everyone did perform such crimes.
As bots (illegal programs that could automate player characters) became more and more popular. They worked like machines, needing very little supervision - which lead to a great price drop (over time) in products like ore, fish and wood. This, in turn, made such expensive goods more available to the poor players, and gave life to the myth of "trickle-down economy".
4. Social relations
But was social elevation the only good in this world? Is social elevation at all a good unless you socialize? -No, seemed to be the short answer. The long answer is that people socialized a lot, made friends, were nice to each other and shared. Yet, the pervasive economy also dictated a lot of the free social interaction. Rich players were by many adored, and many (both men and women) made female characters and sold their company to lonely male players. However, the most notable thing, I find, is that the social familiarity and friendliness only extended so far; In a bustling community of thousands of players, most people made their own little cliques. Within these cliques, people mostly treated each other with respect, while at the same time having no qualms when it came to scamming and abusing other players. Even in this world of post-scarcity, a popular collective understanding didn't exist - people roamed in packs, in competition with and at war with the rest of the world. Not on the basis of self-preservation, not on the basis of belief or ideology, but on the basis of sheer competition and greed.
5. Charity and power
So then, what to do when you have become immensely rich and have reached the highest level in most skills? Simply by being present in your expensive gear garners attention, and some held so-called "drop-parties" for attention alone (a rich person would gather a group of players at a location and start dropping valuable goods and watch them run around trying to get to it first), but many also "bought" the loyalty of other players - this gave them very real power, and some often travelled about with their own attachés of lick-spittle servants.
Now, why did I write this and what can we draw from it?
Me, being a communist myself, I have a hard time envisioning how the world may look post-socialism. Although the things I mentioned happened in a game-setting (a form of social interaction most akin to friendly sports), and in a setting of a real-world capitalist mentality, they are very real issues. Issues I feel are very much worthy of discussion - For, how much of this can be ascribed to culture, and which are expressions of human nature?
It is difficult to predict, especially about the future, but what are your thoughts (personal or derived from other historical thinkers) regarding these matters.
The company owning Runescape eventually removed player killing and took control over the economy (removing all possibility to scam, as well as all possibility of making a profit from deftly manoeuvring the economic landscape), which made the game incredibly boring and pointless, and everyone left.