Having waited a number of days for responses and corrections I now present the full and complete rebuttal of Land Claims. It is in three parts and is long. If you don't have the stomach for complex argument don't pretend you understand the argument being made. That would be like trying to present a good book report without having read the book. That is my recommendation.
Part 1
The following discussion will be in three parts.
Each will address one or two of the six
points I outlined in my post The Argument FOR land claims.
And yes, it is long as it attempts to
summarize and refute a large and complex subject that applies to much, much
more than land claims.
The argument for land claims was presented my myself with
the following points: Of the seven, only
one person has offered any correction and so I will proceed to address each
point in turn.
First: Illyriad is a game.
Second: It is a game of conquest and
domination.
Third: Any strategy allowed by the formal rules which enhances an alliance
or players ability to conquer and dominate should not be thwarted by
"informal rules."
Fourth: The strategy of land claims enhances the ability of alliances and
presumably individuals, to conquer and dominate.
Fifth: If a person or alliance is
unable to use a strategy or tactic it only shows that they aren't going to be
the ones conquering and dominating. No
need to cry about it...that's the game.
Sixth: Land claims is a strategy which makes the game more attractive to
those who will "play, stay and pay."
Finally: As healthy game is one which
attracts new players and keeps old ones, and since land claims will do that,
one should not oppose land claims.
Point 1: Illyriad is a game.
There are two great categories of "games"....ones
you play alone and ones you play with others.
I think we can agree upon that.
"Solo" games are really puzzles to be solved as they pit the
single person against either a static set of problems or an artificial
intelligence of some kind programmed by somebody to present a series of
challenges. The distinctive quality of a
solo game is that there is no social aspect of it and thus, no socially
negotiation is necessary. Playing alone
you are allowed to act pretty much as you wish because you aren't having an
effect upon any living person. The other
type of game, and the one in which Illyriad fits, is the social game. A social game is a game played with others
and the more players you have in the game the more likely you will have
negotiated or need to negotiate standard expectations not covered by the formal
rules and games mechanics. Illyriad is a
game with players who, in the past, have come to an agreement about how the
game will be played, an agreement that allows certain members to be protected
and punishment of other members who violate certain social rules. You can't pick on a new player unless that
player has violated social rules like name calling and such. You can't harvest within so many squares of a
city unless you wish to got to battle with the owner of that city AND if you
harvest within the prescribed bounds and the owner deals with you his or her
armies, nobody thinks he or she is out of line.
These are some of the conventions that have become "informal
rules" in Illyriad based upon the desires of at least some part of the
community and have been accepted by the larger majority.
Now when it comes to the game of Illyriad it is often argued
by those supporting land claims that "it's just a game." This is the phrase they use. Notice that they desire to limit the effects
of the game and use the word "just" to do so. "It's just a game" means that if
you think it should effect your "real life" you should go play
something else, like "Farmville" which presumably means you will be
less effected. But here's the problem
with this formulation of the game. By
saying "it's just a game" those arguing the point are implying that
it does not effect players in the real life or at least that it should
not. But I ask, what avatar ever felt
angry? What avatar ever rage-quit? What avatar ever wanted revenge? What avatar was ever proud of their
cities? Avatars are not real! Behind every avatar though, is a real human
being and that is why we need to understand that it's NOT "just a
game." If you play the game as a
solo game here it's you against a bunch of avatars you consider unimportant
(and they really are just bits, you know) then you forget that it's not a solo
game and you need to take responsibility for what you do to other real people,
spending real time, energy, creativity and money on the game. Real people are playing and that means you
should be ethical in your stance toward them.
From this we move on to the question of ethical
standards. To see what the ethical
standards might be lets forget the avatars for a moment and put the whole thing
on a real playground. On a real playground
with real kids attempting to play. On
that playground, if you saw a bunch of bigger kids intimidating, threatening
and/or coercing little kids to give up areas of the playground you might react
with anger. You might march over and
correct the ones doing the intimidating, threatening and/or coercing. And you
would be correct to do so exactly because that is unethical behavior. You do not intimidate, threaten and/or coerce
little kids (or any kids for that matter) because it's considered bad and
uncivilized behavior. And if you are the
one doing the correcting, if the bigger kids decide they are going to ignore
you, you do one of two things. You take
your own kids and leave, or you get help from other parents or from the
authorities if necessary. In other
words, you have a choice to allow the behaviors to continue but absent yourself
from them or to correct them directly or indirectly. What you don't have is the choice to call
them acceptable behaviors because clearly society has already said they are
not.
Now Illyriad is not a playground in the "real
world" in the same way. I recognize
that. And, thankfully, there is no
physical threat to the players as far as I know. However, in reality the bullies on the
playground very seldom need to actually coerce anybody. Most little kids either leave or placate the
bullies and the bullying behavior continues.
In Illyriad the desire to avoid the "B word" is nothing more
than an attempt to avoid an accurate social label because you agree that
"bullying in the real world is bad" but want to make Illyriad
"just a game" to avoid admitting that your "intimidation,
threats and coercions" amount to bullying.
Ask yourself this. Have you ever
seen a player hounded out of the game?
Have you ever heard what they have to say as they lose all their cities
or so many that they just give up?
Especially if it's over something they "could have said better' in
GC but didn't? I can attest that in my
year or so of playing I've seen several instances of this kind of
behavior. So bullying does exist. And the definition of bullying is "the
use of intimidation, threats or coercion by a person to get another submit."
Point 2: It is a game of conquest and domination.
Along with this, many players wish to say "it's just a
[war] game." I think PhoenixFire
got it right when she disagreed with this point and said:
"No. Illyriad is a game of growing, and then doing
whatever you like after you grow. If that happens to be conquering then that is
what illy is to you. For some illy is a game of hunting and trading. For others
its crafting and trading. Illy is different for everyone. For some making
claims it's about growing with their alliance to become stronger as an
alliance."
You see, what PhoenixFire is saying is that Illyriad is a
game where each of us is free to play it as we like. That's the meaning of "sandbox" to
me. To allow land claims is, though, to
agree with some players in the forums who have claimed that Illyriad is a game
of "conquest and dominion."
For if you allow land claims you allow some players to tell other
players where and how they must play.
"Where" because in telling them where not you restrict their
where. And "how" if they
choose to believe they have the right to settle where they will, as you will
then force them to become a military as they defend themselves from being
"removed." In a game where my
movements are restricted by bigger players without my willingness to be restricted
I am not free to play as I would. I
cannot be "doing whatever you like after you grow." And what of the hunters, traders, crafters,
and gatherers? If they are not free to
roam all of Illy, and there is no reason such activities can't also be controlled
by the ones who are claiming the very land, then how are they able to play the
game as they desire? They aren't. Allowing land to be claimed outside the
currently accepted rules (formal and informal) is the basis for full control of
that space. In fact, once you give up
the land, there is no reason tribute can't be extracted (by a gentlemanly
agreement. no doubt) and if necessary a player required to go to war for the
dominant alliance. That is not freedom
and once you allow land claims there is no reason it cannot happen. Sovereignty is sovereignty and in my book the
only players sovereign over a spot are those who settle that spot and any land
not yet claimed is owned by all of Illy.
It is true that strategically land claims enhance the growth
and opportunity of the alliances doing the claiming. It is a pragmatic move. However, would you also claim the bigger kids
have the right to claim the swings using intimidation, threats and coercion? I didn't think so. Illy is a game. The playground is a game. Both are sandboxes in that whoever plays
there can play as they wish. But there
are rules about such conduct one of which is you can't claim a swing you aren't
sitting in. I think the same should go
for our own sandbox.
And finally, in this post anyway, it might be noted that
once you get past the concept that "it's just a game" and recognize
that while it may be a game, it's still about people, you come a lot closer to
seeing why land claims are a form of play we don't want in our playground.
More to come......
Edited by ajqtrz - 21 Jun 2015 at 16:59