Similar hero-villain collusions also occurred during “fight club” competitions within the zone. These were friendly fights with passive spectators from both factions watching the event. Twixt again interrupted these friendly competitions whenever it was advantageous to do so, regardless of any protests or social rules governing otherwise.
I agree, this study is not really an experiment. I label it as a “breaching experiment” in reference to analogous methods of Garfinkel, but, in fact, neither his nor my methods are experimental in any truly scientific sense. This should be obvious in that experimental methods require some sort of control group and there was none in this case. Likewise, experimental methods are characterized by the manipulation of a treatment variable and, likewise, there was none in this case. This is, of course, explained in the paper in the following paragraph….
“Online role-playing games are rules-regulated according to hardware mechanics and software code. While Garfinkeling normally requires some sort of social rules-breaking (in order to clarify the rules of rules construction), a similar Garfinkeling procedure can be practiced within online games simply by adhering to the objective rules of the game – or, the letter of the law, as it were – in contexts where game rules are verifiably distinct from prevailing social orders and etiquettes.”
The CoH/V online society, at least in the mature state of that society in which Twixt’s breaching behavior took place, had a decidedly chilling effect on this variability function. Given the adaptive value of individual play in exploring and revealing system characteristics, the social pressures against this sort of play in CoH/V seem drastically and overly harsh, even unnatural.
If either natural or system laws governing social order in the real world are in any way analogous to the game rules of the CoH/V virtual world, we can conclude that social orders in general are more likely to deny than reveal these laws. It is only through so-called aberrations or “deviant” behavior – in Twixt’s case, breaching play -- that system rules, mechanics, and laws can be made evident and applied most indiscriminately within an entrenched and self-sustaining social order.
Cheapness = Blue Shell in Mario Kart. Nothing else can compare.
Chances are, because of no in-game communication between factions, the deed would be described as being something much worse than what actually happened, and the victim would probably express some view of how this unpleasant behavior was typical of the other faction.
Then reverse the characters and repeat, and will probably get the same results.
WoW, in a simplistic microcosm, shows how racism and wars get started. Even though both Horde and Alliance are usually made up of the same sort of gamers, it's common knowledge that "their" side is incapable of honor and honest action, while "our" side would never stoop to such low-down dirty tactics.
And, shoot, I don't know why my original comment reads so frothily, but tongue was firmly planted in cheek when I said it. I do really think it "cheap" more than cheap. I regret nothing, though, because it brought on the sort of analysis that makes me love cortex the member even more than cortex the mod.
The Wii just beats the pants off of any other system for local multiplayer (excluding Rock Band/Guitar Hero) and MK is *so* close to being the perfect racer for it. Discovering that my neighbors are as into it as I am has rekindled my love for the game, but also my ire for Blue Shell.
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