Iraq: The Computer Game

Friday, June 27th, 2003

Slate has a fascinating article on what “virtual world” games can teach us about geopolitical hotspots, Iraq: The Computer Game. One section of the article discusses what Richard “Lord British” Garriott learned from “ruling” Ultima Online:

In the startup of a virtual world, Garriott says, the players — like Iraqis — face anarchy, confusion, and unclear rules. They are poor, they are at the mercy of brutal spoilers (players who rob and kill other players for kicks), and they are subject to a whimsical, alien overlord (the programmers). Of course players don’t actually risk their lives, but they are passionate about constructing a successful society, and there are hundreds of thousands of them.

Virtual worlds with thousands of players may not offer much useful economic insight for Iraq or help anyone understand Iraqi social structure. But, says Garriott, the games do clarify the essential rules for stabilizing a chaotic society. Virtual worlds teach that there are really only two of those rules, one obvious, one surprising.

The first is the urgent need to protect lives and property. Ultima was plagued by murder and theft from its earliest days, as players exploited software loopholes to wreak havoc and get rich. As a result, other players quit the game or simply become villains themselves. Garriott says they had to fix the code and evict the anti-social players who were ruining the civilization for everyone else. Ultima didn’t take off until the caretakers established security and law. Neither can Iraq.

The second requirement is an idea that hasn’t gotten much attention from the U.S. occupation. It is that the ruler must let the people know he has heard their complaints. In a virtual-world startup, thousands of players gripe about the same thing (there’s not enough money, my character keeps getting robbed). It’s incredibly important, Garriott says, that the ruler acknowledge he has heard the complaints. Not acknowledging complaints makes people nervous: It destabilizes and enrages them. Even if you have a plan to deal with a problem, you still have to let participants know they have been heard. Otherwise they panic or turn to some rival power that does admit their complaint. Broadcasting the acknowledgement to the whole community — “yes, we know you don’t have enough running water” — is as essential as actually fixing the problem. Only once you have publicly recognized the problem, Garriott says, do you present your plan to remedy it.

Leave a Reply