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An extensive literature exists on MMO guilds, and we cannot take the time here to discuss all the findings, or all the tools used by different MMOs to create and support these groups. However, one point deserves emphasis because it links to fluid democracy. The members of Blackhawks are not people but avatars of people. EverQuest II is the only current MMO that makes public which avatars link together through one player, although it does not reveal the real-world identity of the person playing that set of avatars. These 3,676 Blackhawks avatars belong to 1,782 game accounts, for an average of 2.06 virtual representatives per person. The Berlin group imagined that each person could behave almost as multiple persons, with one vote per political issue area. The system of multiple avatars in MMOs, suggests there might be several ways in which voters could become multifaceted, even earning extra votes through investing time and effort in the system.

The Blackhawks website indicates that a single person is Leader of the guild, but this person has nine avatars, three of which have reached level 90. The 40 avatars in the council represent 8 people, only two of which lack level-90 avatars, for an average of 5 avatars each. Captains and Commanders are also considered to be leaders. The 43 captains represent 19 accounts, while the 32 Commanders represent 23 accounts. The guild seems mostly to operate by consensus among the higher ranks, but we could imagine a system in which each top-ranked avatar had a vote, giving some people multiple votes. EverQuest II offers many ways in which an avatar may earn points for the guild to which the avatar belongs, chiefly completing difficult missions inside the virtual world, earning status points with the guild. The system by which Blackhawks promotes people is very well stated on the guild’s website:

Basic promotions happens based on length of service and amount of status earned. Once you have made your first forums post, the first promotion is to Member. The next title, Contributor, requires at least two full weeks in the guild and a minimum of 5000 earned status points (per character — alts do not inherit your main's rank!).

Contributors and above may take advantage of guild perks like buying certain status items and rent/mount cost reductions. The next promotion, Senior Members, are veterans of the guild who have been here for 2 months and earned a minimum of 15,000 status points.

To be promoted to Commander — you can either be nominated by two of your peers or by someone of higher rank.

To become a Captain you need the nomination of two Captains or higher. ALL nominations are subject to Council/Guild Leader approval.

A Commander will have a limited number of guild abilities enabled. These will be specified at the time of promotion. Captains will have slightly more authority. All ranked position holders generally have to have been a member of the guild for at least two months and have accumulated at least 20000 guild status.

Council members will be selected from the ranks of Captain or via special appointment from the Guild Leader.

All promotional guidelines are subject to change at any time. On rare occasion a member may be promoted before meeting the criteria posted above. This is at the discretion of the guild leader. Occasionally, we may also hold elections if the number of nominated people is high.

The promotions process is, as a general rule, intentionally vague. We are not seeking members who aspire to become commanders and above for the sake of holding a title, or wielding authority. Instead, we seek those individuals who lead by example and action, show organizational and leadership skills and an overwhelming desire to help others. That is the best way to get promoted on our team. Help people who need it, take the initiative and host some events, show maturity and leadership by example. [4]

As outlined by the Berlin group, Liquid Democracy allows citizens to decide from moment to moment who will represent them on what issues. Earlier we noted that it is important to build into the political system a stabilization adjustment that achieves a favorable balance between rapid change and consistency. One way to do this is to delay the effect of a vote, and let the voter rescind it instantly if the voter changes opinions, or to distribute voting dates across the population, for example letting a person cast new votes annually based on their own birthdays. But as the EverQuest II system suggests, a very different way of stabilizing the system is to award political leaders points for things they achieve for their constituents, and have these points degrade at a slow rate.

Values

Traditional sociology assumed that each viable culture possessed a set of relatively stable values , often described as widely shared goals for social action, supported by systems of norms that constituted institutions (Parsons and Shils 1951*). From this traditional conception, any weakening of the values and norms led to what the French called anomie , but has also been called cultural strain and social pathology (Durkheim 1897*; Merton 1938*; Smelser 1962*). Today this conception seems very naive, both because the conditions of life are changing rapidly, and because different groups in society experience them in radically different ways (Bainbridge 1994*). However, governments require goals, so it is still worthwhile asking what the values of society might be at a given point in time, being ready for the answer that they are varied and changing.

Since the 1930s, public opinion polls have been used to chart general popular sentiments, as well as in very focused efforts to predict or understand particular elections. A more recent example is a battery of questions about government programs incorporated in the General Social Survey (GSS), a long-running questionnaire study of the American public, which I am especially familiar with because I managed funding for it in the mid-1990s and have frequently used the data in my own research. One item from that battery, concerning funding for the space program, is a useful, future-oriented item to consider here.

The GSS is administered by an interviewer in the respondent’s home, and the interviewer would introduce the battery of items thus: “We are faced with many problems in this country, none of which can be solved easily or inexpensively. I'm going to name some of these problems, and for each one I'd like you to tell me whether you think we're spending too much money on it, too little money, or about the right amount.” In 1973, fully 61.4 percent of the 1,430 respondents said too much was being spent on "the space exploration program," while 7.5 said too little was being spent, and 31.1 percent said the right amount was being invested. These results could be compared with other government programs, and with the responses for the space program in other years. In 2010, 37.7 percent felt too much was being spent on the space program, 17.2 percent said too little, and 45.1 percent felt the current investment was about right. Anyone who wants to explore these and any other results from the General Social Survey can do so online. [5]