<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] Re: --> <!--X-From-R13: pynjerapNphc.uc.pbz --> <!--X-Date: Wed, 27 Aug 1997 21:03:36 +0000 --> <!--X-Message-Id: 199708272101.OAA02986#xsvr3,cup.hp.com --> <!--X-Content-Type: text/plain --> <!--X-Reference: 33FC7352.FA22963F#darklock,com --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: [MUD-Dev] Re:</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:clawrenc#cup,hp.com"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00773.html">Previous</a> | <a href="msg00775.html">Next</a> ] Thread: [ <a href="msg00810.html">Previous</a> | <a href="msg00780.html">Next</a> ] Index: [ <A HREF="author.html#00774">Author</A> | <A HREF="#00774">Date</A> | <A HREF="thread.html#00774">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] Re:</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI> <LI><em>Subject</em>: Re: [MUD-Dev] Re: </LI> <LI><em>From</em>: <A HREF="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</A></LI> <LI><em>Date</em>: Wed, 27 Aug 97 13:09:59 -0700</LI> <LI><em>Reply-to</em>: <A HREF="mailto:claw#null,net">claw#null,net</A></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> In <<A HREF="msg00699.html">33FC7352.FA22963F#darklock,com</A>>, on 08/21/97 at 10:05 AM, Caliban Tiresias Darklock <caliban#darklock,com> said: >> Here are some random thoughts/questions on the matter. Would liasons >> be possible between PCs only or combination of PC/NPC? >Do NOT under ANY circumstances build rape code into your game. It's >just not an amusing option, and can have some serious repercussions >for survivors of such incidents. Initial background. My first GF's entire family was sexually molested by their father (full intercourse from age 5 until majority). A close friend was raped twice upon returning from work at night, followed by having her boss at her new job require blow jobs if she was to keep her job. My wife's family has other non-savoury experiences in the area. I have my own personal exposures to the area which I'll leave by the bye (implicit confidences of others are involved). These facts are all fairly uninteresting, and actually meaningless except to the individuals involved. I give them only to assure the more ticklish here that I have some exposure to the area, and thus prevent gastric flashbacks. Basic philosophy #1: A person is responsible for the condition they find themselves in. Basic philosophy #2: A person is responsible for the effects they create. Those are deliberately unconditional statements. That given, I define offense as a choice of the offended. I am not offended by rape, molestation etc yada yada. Pehaps this means that I am an insensitive unfeeling rock, or that I'm merely built of sterner stuff than many others. I won't argue either point on lack of interest. I will argue that the mere fact of that difference defines that it is a __choice__. Mechanically, rape, sexual assault, and the various forms of (non-)demonic possession and compulsion present interesting fodder for a game designer with pretensions of cultural or social evolution (ie creating an evolving society or culture, not an attempt to evolve or modify RL society or culture, tho that can also apply). Its very volatility and emotional charge makes it attractive fodder. Emotional involvment is a real key. There are few (no?) other keys as instantly effective as emotional involvement. It is also worth distinguishing between mechanical reproductions of rape (forced sex), and the MUD-derived extensions (identity rape). Back when there was significant discussion of the LambdaMOO rape case here. My conclusions: --<cut>-- From: "Chris Lawrence" <clawrenc#xsvr1,cup.hp.com> Date: Thu, 10 Oct 1996 15:42:40 -0700 Subject: The handling of identity > From: Nathan Yospe <yospe#hawaii,edu> ...deletia... > the only problem I have with adding this feature is that you can run > into some very serious RL problems. A while back some friends and I > were thinking about a disguise spell and we went through this topic. > should we let people assume the description of another PC? eventually > we decided that, as silly as it sounds, such things could result in an > invasion of privacy and/or harassment. A name is just a name, but when > it's all you have to go by, it becomes something much more than it is > in RL. Yes, it would be neet ot watch as people people become confused > as to who they are talking about, but I think it's too much of a > double-edged sword for my tastes. The classic example used in these cases is the Lambda MOO rape. In highly simplistic terms, a rogue user manufactured robots which looked and operated exactly as if they were real players in the game. He then, via remote control of those robots, made them commit various, err, unnatural(?) acts, much to the displeasure of the players they were pretending to be. ...deletia... 1) The LambdaMOO rape case was dependant on the fact that the ID's manipulated in the "crime" had no reasonable expectation that they might be opaquely mis-represented or forged. 2) Most (all?) MUDs currently define names are unique and inextricably bound to their owners. The fact of this equation leads to strong identification and symbolisms wrapped on the name alone. Simple evidence of this can be seen in the players who use the same ID's on every game they play, and are disgruntled if they find another player has already taken the name. --<cut>-- For the mechical interpretations of rape, the case seems a lot foggier, sufficiently foggy to become questionable. Consider: Bubba is a devout, even fanatical (?) <name_your_religion>. MUD XXX has a mobile named <name_your_diety/prophet/holyman_of_religion> which is respented as a a drunk/druggie/wimp/homosexual/dope addict/<name_your_pejoritive_form. Bubba plays MUD XXX, and discovers said mobile. Bubba is offended, even outright disgusted/etc. or: MUD YYY has slavery. The slaves are effectively described as negroes. Slaves are freely bounght and sold, and commonly used for menial labour, target practice, prostitution, concubines, etc within the MUD. Racism and general demeanment of the slave races is predominant throughout the game. Slaves are regularly described as being of mean intelligence, closely related to dumb animals, etc. You are/are not offended by this active protrayal of effective slavery and racism. Bubba is a negro/chinese/WASP/mullato/whatever and is/is not similarly offended. or: Exactly the same scenario as the last scenario, except that now the subjugation is sexual where women are valueless and men rule. or: Exactly the same scenario as the last scenario, except that now the subjugation is sexual where men are valueless and women rule. or: MUD ZZZ has rape. NPCs and player characters are able to force other NPCs or characters (not limits) to have in-game heterosexual or homosexual sex (or even bestiality). Bubba is/is not a rape victim... Is there *really* an effective difference between any of these other than the fact that rape has a currency of emotional charge that (we like to think) racism, sexual discrimination, and sexual orientation discrimination don't? My argument: The only reason to not implement rape or any other similarly socially or emotionally charged item in a game is that the brunt or core of the game is not affected by those points, or that it is not mechanically implied or inferred by the rest of the game's mechanics. Not implementing rape or <item_of_choice> where those conditions are not true, is tantamount to crafting an artifially sanitised environment. I won't argue with the validity of crafting Barney/My little Pony/Care Bear/Smurfs/Pee Wee Herman world, but I will argue that the fact and presence of the choice should be recognised and concious. -- J C Lawrence Internet: claw#null,net (Contractor) Internet: coder#ibm,net ---------------(*) Internet: clawrenc#cup,hp.com ...Honorary Member Clan McFUD -- Teamer's Avenging Monolith... </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <ul compact><li><strong>Follow-Ups</strong>: <ul> <li><strong><A NAME="00800" HREF="msg00800.html">Re: [MUD-Dev] Re:</A></strong> <ul compact><li><em>From:</em> "Jon A. Lambert" <jlsysinc#ix,netcom.com></li></ul> <li><strong><A NAME="00780" HREF="msg00780.html">Re: [MUD-Dev] Re:</A></strong> <ul compact><li><em>From:</em> Jeff Kesselman <jeffk#tenetwork,com></li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <UL><LI><STRONG>References</STRONG>: <UL> <LI><STRONG><A NAME="00699" HREF="msg00699.html">Re:</A></STRONG> <UL><LI><EM>From:</EM> Caliban Tiresias Darklock <caliban#darklock,com></LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00773.html">Re: [MUD-Dev] New topic: AI and NPCs</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00775.html">KaVir</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00810.html">Re: [MUD-Dev] Re:</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00780.html">Re: [MUD-Dev] Re:</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00774"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00774"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>Re: [MUD-Dev] Virtual World Theory</STRONG>, <EM>(continued)</EM> <ul compact> <ul compact> <ul compact> <ul compact> <ul compact> <ul compact> <ul compact> <ul compact> <ul compact> <LI><strong><A NAME="00991" HREF="msg00991.html">Re: [MUD-Dev] Virtual World Theory</A></strong>, Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Tue 02 Sep 1997, 02:44 GMT </LI> </ul> <LI><strong><A NAME="00995" HREF="msg00995.html">Re: [MUD-Dev] OT: Re:)</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Tue 02 Sep 1997, 05:07 GMT </LI> </ul> </ul> </ul> <LI><strong><A NAME="00866" HREF="msg00866.html">Re: [MUD-Dev] Re:</A></strong>, Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Sat 30 Aug 1997, 22:30 GMT </LI> </ul> </ul> <LI><strong><A NAME="00810" HREF="msg00810.html">Re: [MUD-Dev] Re:</A></strong>, Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Thu 28 Aug 1997, 20:14 GMT </LI> </ul> </ul> <LI><strong><A NAME="00774" HREF="msg00774.html">Re: [MUD-Dev] Re:</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 27 Aug 1997, 21:03 GMT <UL> <LI><strong><A NAME="00780" HREF="msg00780.html">Re: [MUD-Dev] Re:</A></strong>, Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Wed 27 Aug 1997, 22:39 GMT </LI> <LI><strong><A NAME="00800" HREF="msg00800.html">Re: [MUD-Dev] Re:</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Thu 28 Aug 1997, 05:46 GMT <UL> <LI><strong><A NAME="00825" HREF="msg00825.html">Re: [MUD-Dev] Re:</A></strong>, Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Fri 29 Aug 1997, 00:09 GMT </LI> </UL> </LI> </UL> </LI> </ul> </LI> <LI><strong><A NAME="00697" HREF="msg00697.html">Re: [MUD-Dev] Re: Character evolution</A></strong>, Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Wed 20 Aug 1997, 23:15 GMT </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>