Player Killing, Incentives & Disincentives
Disclaimer: This article reflects the personal opinions
of CAT, and should not be held to represent that of
any other WIZ, or of WIZZES in general.
(Beginnings, Development of an anti-killer culture,
Neccessity forces killing skills for self-defence,
Temptations, Serious Killers, Anti-killers, Pacifists,
Wizards & Witches, In Passing, Conclusions)
Beginnings
New players, familiar with first person shooters, and eager
to test the bounds of the MUD environment often attempt
indiscriminate killing sprees. These invariably go poorly
for them as new personas are created deliberately weaker than
those of existing players. Additionally new players
lack the knowledge to make the most of their capacities.
These early failures have a long term and powerful impact.
Some players leave MUD entirely, distressed at the
perceived unfairness of the environment. Those that do
stay move towards less dangerous strategies of making
progress.
Development of an anti-killer culture
As players improve enough to gain some awareness of
other players they realise that some people do
manage to make a success of killing other players
(their own failures not withstanding). Attempts
to emulate these killers will still generally fail
dismally.
Further, as the player has become known by others
in the MUD, the consequences of being 'anti-social'
can be severe. The emotional investment of building
up an adequate persona leads to a marked disinclination
to engage in killing.
Killing will still occur, but usually for 'feuding'
reasons, rather than as a lifestyle choice.
[An occasional player will at this point
discard any attempt at playing for 'power'
and will throw their life away time and time
again merely to irritate the others in the game, but
this too is an indication of a fatalistic attitude.
For if they believed they could achieve results
within the 'normal rules' of the game, they wouldn’t
be opting to play by their own 'unofficial criteria']
Neccessity forces killing skills for self-defence
As the player becomes worth killing in their own
right (through long hours treasure hunting) they
are obliged to acquire some means of self defence.
Often these will involve banding together with
other like-minded individuals in the hope of
deterring killers through sheer weight of numbers.
This often works quite well. However, it is
not a reliable defence. Good friends will
often be just that little bit slow in risking
their lives to defend one another. And sometimes
good friends will turn out to be killers in
disguise...And so the player must actively study
what the killers are doing in order to defeat them.
With some application the player may become
good enough to beat off killers, or at
least to realise that they are not
inhumanly skilled, that the player may in time
come to reach such heights themselves.
Temptations
Here comes a strong moment of temptation.
Although the player is still not so skilled
as the better killers, the player realises
that there are plenty of players who are not
nearly so skilled...who in fact 'do not know
what they are doing'.
Many succumb to this lure, often with secondary
personas so as not to offend their long-standing
friends in MUD. Most do not stick at this form
of killing however, as it is intrinsically risky,
and playing in a 'good' manner means much faster
progress in terms of points and levels gained.
The player does however put these illicit skills
to good use in self defence, and in time
may come to be respected as a power in the game
in their own right.
Serious Killers
After a considerable time, the player may come to
feel that they have achieved everything that is
achievable within the game. They are moderately
confident that they know everything that there
is to be known about MUD, and they come
to see the mere accumulation of points and
powers as unimportant. If they are killed
they can easily build themselves up again
within a few days. The emotional attachment
to character thus becomes less important
as the player becomes more skilful.
What can they find within
the game that is exciting and new...?
And so they may come back to killing. Not
with any great malevolent intent (though
to be sure there are some like this), but because
killing becomes a new way of measuring
skill, and gaining kudos. Killing is perhaps
a meta-game, a game within the game. A game
with its own aims, which are nonetheless
despised by players who still have to invest
many hours in building up.
Anti-killers
Some players, seeing that killers have a negative
impact on the less experienced (though providing
plenty of excitement in the short term, constant
attacks produce 'battle fatigue'), take it upon
themselves to kill the killers. These contests
provide the ultimate in excitement, though it must
be said that most players prefer to attack those
they are pretty certain they can defeat. But one
cannot boost the ego all day long on easy
victories. Occasional bouts of really dangerous
combat are what really get the adrenaline going
with these players.
Pacifists
There are some players, who despite all the assaults
(verbal, emotional and physical) upon their person,
steadfastly refuse to be drawn into the deeds of
killing themselves. It is very rare for these players
to avoid all fighting activities, for they will
be called to assist in repelling the killer of the
moment, but they will not initiate these events.
(While a complete pacifist may be admired theoretically,
in practise both killers and victims despise them.)
Wizards & Witches
Wizzes represent the epitome of skill and power in MUD2,
from which happy position they can look down upon
petty mortal affairs with benign objectivity.
Wizzes view killers with a combination of exasperation
and pleasure. It is certainly necessary for there to
be killers, since otherwise the most haplessly
inadequate people would become Wizzes. However killers
just do not know when to stop. They certainly harry
the mages who roam the land, but lacking these
high level targets, they happily stoop to preying
on lower and lower levels, until all
meaningful activity in the land ceases, and the killer
completely dominates MUD - thus killing the game.
In Passing
Some Mud's deal with this problem through such
artificial methods as 'Killer-switches' and
'killer-free areas'. These Mud's are those where
the management is afraid to allow players to
really suffer in the game. They are happy to allow
any fool to eventually stumble to the hights of the
game, but in the process they kill the spirit of
risk and adventure that makes a game great. You need
to fear losing everything you possess in order to
feel the full thrill of danger in the game.
The real solution IMO, is to provide channels for
those who appreciate killing to compete with and
against one another, while leaving them free to
attack anyone they chose.
Conclusions
Killing other players is an activity to which
most MUD players initially aspire. The depth
of knowledge needed to be successful,
and the social pressure from other people, deter
nearly everyone from continuing with it, though
with experience many suffer relapses and succumb
for a short while. Everyone eventually comes
to appreciate that killing is a phase through
which players grow, and will pass out of as they
become mature players and ultimately Witches and
Wizards.
Important as killing is to the game in providing
spice, too much of it spoils the players taste for
the game. Wizzes might like to explore methods of clamping
down on killing without alienating those that
engage in it, perhaps by providing alternative activities
in which they can demonstrate their prowess.
----*Cat
Disclaimer: This article reflects the personal opinions
of CAT, and should not be held to represent that of
any other WIZ, or of WIZZES in general.
14.2.1999 - This article is not to be reproduced, copied, modified,
or otherwise used for any purpose without the author's
express written permission. Copyright 1999 Jonathan Slater