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Showing posts with label The Great Courses. Show all posts
Showing posts with label The Great Courses. Show all posts

Thursday, 17 February 2022

How to create a new world


You’re creating a virtual world. What’s your job, and what isn’t?

You’re god here. You’re laying down the rules of the universe. And you need to be a benevolent god because malevolent gods don’t have many customers. So you won’t populate the world with lots of dangerous critters – or anyhow you’ll provide safe havens from such critters. You’ll start people off with the rudiments of an economy. Maybe some tools to get them started.

But only to get them started. It isn’t god’s job to design buildings and cities. You might want to make a city – gods, like everybody else, gotta follow their bliss. But the laws of the world and the basic tools will mean that pioneers will take one look at your city and go, “Nah, I’m going over here to build a place of my own.”

That’s a good thing. Gods have to let go. For starters, if the people in your world are designing stuff then that’s less work for you. Also it gives them ownership. It means they get the virtual world to be what they want it to be.

Think of it like making the Garden of Eden. You come back a few days later to find Adam and Eve growing trees and herding sheep. A bit later they’re tapping for rubber, carving wood, using sheep intestines to make string. Next time you see them they’ve invented tennis. And all you had to do was the physics and the biology.

So virtual worlds can and should grow to reflect the wishes of the users. Except…

Seen The Deuce? You probably wouldn’t want to live near Times Square in the 1970s. What if your early adopters turn the world into Damnation Alley but you’d really like to attract the vuppies (sic) who’ll bring in the money and numbers? They get turned off by all that dark sleaze and might not come back for a second look. If your world is big enough there’s room for both groups of players, but that’s kind of a cop-out. It’s really two different worlds.


Around the time Second Life was making a big noise, a finance guy asked me to design a virtual world. Actually, he didn’t so much want a designer as somebody to take notes, as he already had a lot of ideas about what the world should be like.

“It’ll look like a modern Western city,” he said. “People will use money and they’ll be able to have sex.”

“So there’ll be prostitution.”

“No, I don’t want prostitution. Also, you can mug other players’ avatars and steal from them but you can’t kill them.”

“So there’ll be rape.”

“No! No rape! What are you saying?”

“What’s to stop somebody from stealing another user’s money and then only giving it back if they agree to sex? Or threatening them for sex? What’s to stop somebody demanding money for sex? If you put those elements in, prostitution and rape are emergent.”

“I don’t want those things in my game.”

He couldn’t see how his design decisions (mugging, theft, sex) had consequences. Tutoring a money guy on how game design works isn’t on my list of enticing jobs. I turned him down. But it did get me thinking about how you police the behaviour of people in a virtual world.

The ideal answer is that god doesn’t need to be a lawyer or a policeman any more than he or she needs to be an architect or a city planner. If people want a civilized society, they can organize it for themselves. Your job is to give them the tools to do that. You might, for example, place a constitution monolith in the centre of the world. Users can vote to add, remove or modify rules. Those could become laws of nature. Swear words, say, might be auto-censored. Or they could be behavioural guidelines that users are expected to abide by, and policing that social contract becomes a community matter.

There’s no hard and fast rule, but my working principle would be to give the users the tools and let them decide how to use them, whether it’s to make towns or to make laws. If there’s a demand for something – cars or buildings or whatever – then somebody will supply it. There will be businesses springing up with car designers and architects. The world developers are free to focus on the important stuff, like gravity and sparrows.

I’m talking about the big virtual worlds here. The ones with their own economies, where famous rock stars come to give concerts and studios hold movie premieres. But there are also what we might call boutique worlds, effectively cosplay theme parks. They will appeal to smaller groups of players with more specialized preferences, who come to play and typically won’t fuel much of an internal economy. The difference is that they will pay you more than the casual everyday user of a big world, and in return they expect you to do the heavy lifting. You’ll have to be an immanent, hands-on deity.

A fictional example is Westworld. Everybody who comes there wants to cosplay in a wild west setting of the late 19th century. Think of the real world (our world, that is; the one the guests come from) as a typical big virtual world – it has an economy, assets are user-created and traded, laws are user-designed and agreed on. If you want to play a game in such a world, you design it. You might make or buy a ball or a set of pieces, explain the rules to others, and you can play whatever you want. It’s real life. Westworld is a boutique world. In effect it’s a game, a traditional one, whereas the larger virtual worlds are exactly that: worlds.


People who come to Westworld aren’t there to redesign the town, they’re there to play the game. (Admittedly, like roleplaying, it’s actually a set of overlapping games with personally defined goals.) There won’t be any Travis Scott concerts, although some boutique worlds might be designed specifically as music venues. With a boutique world, you have to dress the world as well as create the fundamentals. Why would you do that, given that you’ll get fewer users? Because most of the people who frequent the big, tabula rasa worlds are not going to be giving you a lot of money. Most of them, the ones not directly driving the internal economy, are casual visitors – tourists in your world, really – who can and will migrate to other virtual worlds whenever they like. But the aficionados of a themed world will pay a lot, and they’re likely to stay.


I haven't even touched on the ethics of enslaving intelligent AIs to play the NPCs in a theme park (real or virtual), a topic examined in Westworld and discussed here by Dr Richard Bartle.

Between the themed and the tabula rasa world there’s another option: the world specifically designed for tourists. Literally tourists, in fact, as these would be recreations of real-world locations that either no longer exist or that some pesky pandemic or travel restriction or lack of time stops people from visiting. Imagine you could walk through the ruins of Pompeii – and at any point you could dial back to 79 AD and see what it looked like before the lava rolled in. Or London before the Great Fire. Or Tenochtitlan before the Conquistadores razed it. Or Angkor Wat without the blooming jungle. You could climb Everest. You could explore the Mariana Trench. You could stroll around the Forbidden City or Jurassic Park.

Who pays for that? Many developers already have models of such locations. Museums too. You might do a deal with the Great Courses to feature some of their content in the audioguide. Hilton hotels might provide visitors with their only 50th-floor view of Lake Texcoco. Tickets for real-world tour trips might be hidden, Willy Wonka style, for visitors to find. Reuse the content as AR so that tourists in real Pompeii can still look into your reconstructed version through their phones.

Virtual worlds are going to be sprouting up alongside the real one in ever-greater numbers. People will spend more time in them. They will have real economies. Events will take place in them: concerts, political rallies, parades, riots. Some people will make their living there. What happens there is going to matter. The gods of those places had better be ready.

Friday, 17 June 2016

Something for the weekend

Roleplaying and Ancient Greece don't seem to be particularly popular with the readers of this blog, if the number of comments is anything to go by. So here are a few books I've read recently that I think are worth recommending. I hope you'll see something you like:


Collected Stories of Isaac BabelCollected Stories of Isaac Babel by Isaac Babel
My rating: 5 of 5 stars

Apologies to Dr Johnson, but it's been a very long time since any intelligent person could seriously assert that it's the job of writers to present the reader with a moral lesson. Even so, fiction lies. If you were an alien who only knew of human beings from reading their literature, you wouldn't recognize the species when you came across it. That's because even the best authors bake their own viewpoint into the story. Darkness At Noon or Bend Sinister or Dirty Snow -- in all of those books are people doing terrible things, but there's still the sense that the authors, while of course not commenting on the action, stand for civilization and the best of humanity. Even though (in fact, because) those books are full of the anger or disappointment of the civilized viewpoint, they perpetuate the idea that civilized man is a good creature who can sometimes be corrupted into "inhumanity".

But Babel presents a far less comfortable picture of mankind. He's writing many of these stories from the viewpoint of a Jewish intellectual serving as an officer in a Cossack regiment of the Red Army. That's not made up, either; extraordinary as it sounds, it was Babel's own military real-life experience. Unsentimentally he describes acts of generosity alongside shocking barbarity. And he doesn't pretend the latter is any less human or explicable than the former. If there is any act of Othering, it's Babel's own reflective view of himself and the civilized attitudes inculcated in him by his middle-class Jewish background. It's not that we can't see what Babel himself stands for - it comes as no surprise that Stalin had him murdered in the late '1930s - but his way of observing human behaviour holds up a horribly clear mirror. You'll come away from reading this feeling deeply disturbed.

The Red Cavalry tales take up most of the book, but there are also Runyonesque stories of Jewish gangsters in Odessa and semi-autobiographical accounts of Babel's early life, including some vivid up-close descriptions of antisemitic pogroms that make for very uneasy reading.

As a companion to reading Babel's work, I very highly recommend Professor David Thorburn's sublime lecture course entitled "Masterworks of Early 20th Century Literature", available in both audio and video versions. 

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The BookshopThe Bookshop by Penelope Fitzgerald
My rating: 5 of 5 stars

A middle-aged woman opens a bookshop in a small Suffolk town in the late 1950s, and in doing so inadvertently stirs up the battle lines of class conflict. It sounds like the basis for an Ealing comedy, and indeed there were several scenes that had me laughing out loud, but Ms Fitzgerald is a more thoughtful and subtle writer than that, and she does not invoke the comedic structure of the classic English novel for frivolous effect. There’s nothing cosy about what’s going on here. It may be a quiet English village, but even here privilege has the power to destroy lives. Ms Fitzgerald writes with such economy and beauty – often I had to pause and appreciate her prose – that you don’t immediately grasp the cold anger behind her urbanity, nor the consequences of an event till you are onto the next scene, like a stiletto sliding painlessly between the ribs to inflict a fatal wound that is not at first noticed. It all builds to a conclusion of tremendous ferocity and force. To say more would be to spoil the impact, but I will say that the final pages are among the most affecting in literature.

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The Tremor of ForgeryThe Tremor of Forgery by Patricia Highsmith
My rating: 4 of 5 stars

Graham Greene's favourite Highsmith novel, which he pointed out is about apprehension rather than fear. We follow Howard Ingham, an American writer visiting Tunisia as research for a film script. With exquisitely subtle but effective touches, the sense of dislocation grows. Ingham's alienation at being adrift in a foreign culture and a foreign language combine with a disquieting lack of communication from home.

The story explores guilt, in part, and in that sense reminded me of Woody Allen's "Crimes & Misdemeanors" as well as, obviously, Crime & Punishment. But the guilt here is a more disconnected, troubled, elusive emotion. Guilt at not feeling more guilty, even, as Ingham feels his moral bearings coming adrift. We eventually realize that the full story of what Ingham is blaming himself for is very probably quite different from what he imagines; but then, the blame is not the point. It cuts deeper into the whole question of fitting in, the existential dismay at whether right and wrong even mean anything, and the lies we tell not only others but ourselves.

If that all sounds rather too vague - it's not. This is a page-turner. Highsmith is a master of her craft, and she keeps turning the screw by tiny degrees towards an unbearable pitch of tension. It's not for me in the same class as Carol, but only just falls short.

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The Fade Out, Vol. 1: Act OneThe Fade Out, Vol. 1: Act One by Ed Brubaker
My rating: 4 of 5 stars

I always clear the decks for a new Brubaker. This one has his usual Roeg-like imbricated timelines woven in an intriguing setting: Hollywood in the late '40s, glamourous and grubby at the same time, providing the classic Brubaker ingredients of lust, greed, secrets, lies - all heated to meltdown point by bad judgement on the part of the good guys and ruthlessness on the part of the baddies. That's insofar as anybody in an Ed Brubaker story is unequivocally "good" or "bad", of course.

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Three Men in a Boat (Three Men, #1)Three Men in a Boat by Jerome K. Jerome
My rating: 4 of 5 stars

If you only know Victorian humour from old Punch cartoons, you might be surprised at how modern this is. The prose is fresh, becomes quite lyrical in places, and JKJ is a natural raconteur. I laughed out loud throughout and was quite happy to spend a pleasant few hours in the company of three fellows and a dog who lived 126 years ago and yet feel as if they might be people you could meet tomorrow.

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