Game Mechanics, Parties and Partisanship

Day 779, 14:56 Published in USA USA by Socialist Freedom Org
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http://ikopal.com/nomoslabs/images/red-star-small.jpg" width="25px" height="24px"> The Democratic Party had a long and interesting history in the eUSA. It was once one of the largest parties, then was knocked out of its pre-eminent position by the current "top five". It carried on near the top of the "second tier" for some time, led by strong voices like Jamarcus, Lowell Kennedy and Daniel Jacob Asher. A few months ago, a group of "Elders" took the leadership of the Democratic Party and then sought to use it as a platform for promoting a movement devoted to a specific style of game play described as "pure game mechanics". Much has been said and debated about this style of play, with some of the sharpest criticism coming from members of the Socialist Freedom Party. Now that the Democrats are no more, SFP PP Osmany Ramon offers this post-mortem analysis on...


Game Mechanics, Parties and Partisanship
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Osmany Ramon

The (new) Democratic Party has recently thrown in the towel. They claim it was because they had become the very evil they oppose in becoming another partisan group but that lets them off the hook too easy. This excuse for their failure to gain traction in the eUS on a platform of pure game mechanics does not get to the underlying problems with their dogma, which is the real reason they no longer exist as a party and will not much longer exist as a movement.

A False Dichotomy

The major flaw in a purely game mechanics platform lies within a false dichotomy, first laid out by then president scrabman and later taken up by Harrison Richardson and others, between game mechanics and role-playing (or partisanship as I guess it is now called). In the mind of a game mechanicist, those who disagree with their point of view are merely roleplaying or fettered by real world ideology. These “butthole hater trolls” care only about increasing their own power and therefore disregard game mechanics in order to be contrarians. Indeed, if you would just look at the game mechanics, the game-mechanicists say, you can see how there is only one real path to winning the game (a notion that deserves its own article).

This last sentiment is key to understanding where the game mechanicists go wrong. It comes down to a belief that the game mechanics will always provide a clear solution to any dilemma that citizens will encounter in this game.

There may be times when this holds true. There may be times when game mechanics clearly dictate a course of action but there are many instances where this notion is absurd, especially when it comes to decisions in zero-sum games, as they often are in economic decisions. If for example, the Federal Reserve believes it necessary to deflate the dollar from .025 Gold to .030 Gold, it is going to affect different citizens in different ways. Workers stand to gain initially since their wages will now be worth more relative to gold. Business owners stand to lose money because those wages they pay out will be worth more gold, cutting into profits. The long term effects of this decision are not at debate here. But we now have two different classes of people who are effected in opposite ways by the decision to change the exchange rate. They might have opposing viewpoints on whether or not such a tax change should be enacted. Which side here are the role players?

The following dialogue between a game-mechanicist (GM) and a reasonable person (RP) will hopefully shed some light on that question:

GM: Our movement seeks to attain victory for our nation by convincing all citizens to put aside partisan differences and work together in the national interest.

RP: Sounds great. How do we decide what the national interests are?


GM: Well, according to the game mechanics, the best approach would be for the US to first occupy all high iron regions in the New World, thus giving us a production advantage for our war machine. The rest of the world will fall to our mighty iron-fueled empire!

RP: Wait a minute! I can see how the game mechanics might make that the best strategy once we decided that conquest and domination was our definition of winning this game but who decided that conquest and domination was victory?


GM: War is a part of the game therefore this is a war game. This is basically a big game of RISK so victory is conquest and domination.

RP: War is indeed one aspect of the game but we also have 2k+ fellow citizens who may not agree that conquest wars are the key to victory. What about those who are interested in the political and economic modules? They might have different win-scenarios. It can be more difficult to build a multi-national business empire when everyone has declared war on one another and the best markets are embargoed. Won’t the tycoons of industry begin to oppose some of the wars you propose to wage?


GM: The political and economic modules are merely instruments of the war machine*. If you are into those aspects at the detriment of the American war effort then you are merely roleplaying. This is a war game!

RP: It sounds like you are taking a political stance based on more than just game-mechanics, such as real life beliefs, morality, bias or just your personal idea of what is fun… kind of like those people you accuse of being roleplayers. This must be true because your argument is like saying that in the real world, based on Newton’s law of gravity, we must invade China. The game mechanics give us a framework within which our actions must conform. But it is the people in this SOCIAL STRATEGY GAME that must provide the content. You have provided content but masked it in terms of laws of nature in a feeble attempt to make it look like your political stance is similarly a law of nature.


GM: Did I mention that we are O.K. with cheating as long as it’s within the game mechanics?**


*I’m merely trying to show how incoherent the idea of game-mechanicism is so it could just as easily be the case that our friends in the (new) Democratic Party would believe that it was Economic Module Uber Alles or Political Module Uber Alles but at the risk of evoking Godwin’s law, does this not sound like a textbook definition of fascism?

** They really believe this.


Partisanship and Parties

The so-called game mechanicist movement is no different than any other movement in the New World except that they have fooled themselves and some others into thinking they had a superior basis for their political beliefs. Now that the game mechanicists have been shown to have fallen short in their quest to provide a killing blow to partisanship, it would seem partisanship is here to stay. What role then does partisanship play in the eUSA and what other roles can/should/do parties play? The game mechanicists may still have a point in saying that political parties are little more than social clubs. Let’s look at this claim and how political parties function within the framework of our current game mechanics.

Political parties in eRepublik perform their nominal role of being political parties. They are necessary for running as a candidate for office and they are roughly organized around political principles (again, something that requires its own article). Partisanship, as it does in real life, serves the purpose of bringing issues into the public sphere for debate. Parties can present their platform, win voters over to their cause, win offices and then implement their platform. Partisanship gives citizens a reason to join a party beyond sheer numbers. Opposition parties provide a check on the ruling party when they bring policies into the spotlight for public debate. Partisanship produces multiple solutions to the problems that face the nation and allows us to make informed decisions. But beyond this first nominal role, parties do other things.

We are all players in what the admins call a “social strategy game” yet we do not have many ways to organize ourselves as citizens within the game outside of political parties and companies. That is to say, we don’t belong to military units, clubs or even national alliances except where they exist in the ether; we don’t have badges on our citizen bios to signify that we belong to one social group or another except for party, company and nation. Most have added badges to their avatars to signify our belonging to the out-of-game superstructure we built on top of the game mechanics but there’s no way to stop an imposter. Parties have filled this niche within the game to an extent. You can join a party, it shows up in your profile and in turn there is a counter for the numbers. Your group is bigger or smaller than another group and to a lesser or greater extent, your group’s members all have things in common. Social club is the second function of political parties in eRepublik.

After national forums which are necessarily busy because they are the center of civic life in this game, party forums are some of the more active forums because if you are going to discuss things that interest you, it might as well be with someone you have something in common with and national forums are filled with trolls with ops. From these party forums, culture arises as citizens get to know one another and share ideas. This culture affects the game in powerful ways. The third function of political parties in eRepublik is the creation of culture.

Sometimes the culture a particular party creates will lead to other endeavors that typically have fallen outside of the role of parties. I know the Federalist Party and SFP best so I will stick to those. The federalists were one of the first to create a partisan militia during World War III under the belief that parties should take on this role and to fill a hole left by an ill-organized and overburdened US military. The Socialist Freedom Party started a partisan commune in May on the principle of non-exploitation, we followed the Federalists in forming a militia based on the principle of opposition to imperialism and we formed the SFP Young Socialists to perform the tasks of the US Department of Education. The fourth function of political parties in eRepublik is organizational body.

There may be more functions than I have outlined here but the point is that given our game mechanics, parties function differently than they do in real life primarily because they are useful in more aspects of eLife than parties are in real life. So if they resemble social clubs from certain perspectives, I would agree. But I, unlike the game-mechanicists, don’t see this as being an illegitimate use of parties in this game. Political parties qua social club, qua creators of culture, qua organizational bodies and of course qua political parties are all key aspects of this game and make it more enjoyable. Don't like it? Organize against it politically (which does not mean as a party, necessarily) and stop hiding behind the facade game mechanics. Either that or wait for the game mechanics to change so that they can't continue to exist in all of those roles.




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