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An Analysis of Recent Theses on CyberNations Morality


Kyaris

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This week's Statement From Squad S actually has little to do with current events and is instead a response to some other posts regarding the meta-theory of the morality of war. It is not in any way specific to the current conflict, so I'd like to keep responses non-partisan.

There's a little bit of required reading for this post: You Doing It Right? and The Logic of War in CN, from eyriq's recent blog.

In his post, eyriq makes important claims about interactions between players in the controlled environment of the CyberNations rule-set. The variations of interactions between "I", "We", "You", and "They" actors that eyriq outlines do in fact seem to be the primary figures in the multiplayer context of the game. Make no mistake, these interactions are not just explanations of things that sometimes get done, but the root of the playability of the game entirely; no one would be here if our sole purpose was to wait 20 days, build stuff, then collect taxes and repeat. This game's entire purpose and attraction lies in the interactions between players, the free ability to converse and make alliances, and the social role that these conversations play in determining how we as players use the five interactive options available in the game (that eyriq outlines in his newest post this week): Trade, Aid, Spy, War, and Donation. Through only these five options and their sub-trees, over five years of passionate game play, diplomacy, and bitter warfare have ensued through Digiterra. I will, for the rest of this post, more or less accept these terms as defined as accurate, although I add a "They" structure in the social structures to better explain inter-alliance warfare.

The conclusion that eyriq reaches by analyzing these terms is that there is an objective morality that can be acquired for interactions in Digiterra based on the combination of knowing the exact terms of the rules of the digital world and knowing the nature of all players' humanity through empathy. More importantly, he further makes a statement in "The Logic of War" that this morality of "We" as he defines it sets a further claim about wars, namely that when taken to excess they hurt the game by undermining the inherently constructive nature of the community. However, the conclusions that eyriq reaches from his first argument about objective morality in "You Doing It Right?" are not correct, and the reason for this is that some of the premises that are implied through subtext, while they do lead to their conclusion more or less cogently, are themselves not true, making the argument unsound. Furthermore, a second conclusion in YDIR that is used as a premise in TLoW also seems to be false, and I will show that the morality of "We" is not sufficient to logically deter wars of malice. Analyzing these assumed premises and alternative premises will then lead to the conclusion that the purposes of war are in fact multi-faceted and because of the nature of the "We" mentality actually defensible from a multitude of perspectives.

A summary of eyriq's argument for the Morality of We is based on three premises: One, that the meta-rules of Digiterra are clearly laid out and everyone abides by the hard rules enforced by admin and his merry band1; two, that by sharing in the human condition as nation rulers, we each fully understand the desires, needs, and goals of our fellow rulers by means of empathy and mutual understanding. Three, by conclusion from one and two, that this understanding of both the nature of the world we play in and the nature of our fellow players allows us to construct universal objective social norms and international laws. Therefore, he says that from two and three, these laws outline a list of possible ways by which we achieve these desires, needs, and goals, and which ones are acceptable, concluding that

Ultimately and broadly it is framed by three levels of interactions: “I” and “It”, or building your nation, “I” and “We”, or interacting in a win-win game with other players, and “I” or “We” and “You”, or interacting in a win-lose game with other players.

The "I" or "We" interaction with "You" is none other than war, in the subtext. One party loses, the other party wins in the best case. At the very least, yes, it is engaged in because one side believes they can be the winning side and make the other side the losing side, even if sometimes both sides lose. This statement is observed; we witness war in Digiterra and can explain it in the preceding manner. There's an assumed argument here. That argument is that by virtue of our common goal, nation-building, within the constraints of the physical rule system, we participate in these three levels of interaction to further our individual yet identical goals of nation-building. War then occurs when the "I" or "We" sees an opportunity for the furthering of the nation-building goal at the expense of "You". The need to rein in and prevent war, then, is because of the need to preserve a system where it is still possible for nation-building to occur. We infer from observation that the lose side of the win-lose interaction is greater in quantity than the win in the successful exchange. Left unchecked, the short-term gain of the win-lose "I" against "You" interaction multiplies exponentially in the long-term, where everyone becomes a “lose” and nation-building cannot occur.

The first problem, which leads to deeper problems, is explaining our diplomatic realities with this theory. If we understand by our mutual human nature the cause of war as the purely formulaic calculation between the two factors of the win-lose nation-building self goal and not surpassing the amount of war that crosses the line to harming the ability of the community to grow as a whole, then any war that meets these two criteria is automatically a just and proper war. In addition to posing a problem of an arbitrary line-drawing decision about how much war is "too much war", this violates common conceptions about war for many Alliances that currently exist, and I am also inferring that it is not the intended conclusion that the author had in mind.

This problem exists because of a disparity between the idea that our mutual human nature gives us common goals and ideas of morality, and the reality that there is a considerable amount of conflict between nations and alliances precisely because their goals and ideas of morality are completely different. The author even points out in TLoW precisely why this is: There are multiple reasons that people go to war. Self-fulfillment, behavior modification, and alliance advancement are the three categories that I believe all of these reasons can be reduced to. The idea that war must be controlled in order to allow the primary universal goal of nation-building to occur is flawed because nation-building is not in fact the inherent primary universal goal. This original stated premise of a universal connection between all players and being able to come to a common set of social, international norms because of it is inherently flawed to think that each ruler participates because of the same individual reason; in fact, it is common-sense to believe that our individual goals to accomplish in this sandbox game are radically different. This, then, leads us finally to repeal the conclusion that controlling war is necessary to allow people to reach their goals, because wars of net loss may be within the goals of those who pursue them. It is only within the interest of the goals of a certain subset of nations to idealize nation-building as the primary goal of participation.

In this context, the Morality of We is insufficient. It requires a universal solidarity that does not exist. This can be rectified through a correction in the perception of solidarity within groups that have similar roles. To do this, I assert that a new actor has to be introduced. While "You" can be used in the plural, in the "I" or "We" versus "You" concept, I think it is more important to specify that on the micro-scale as eyriq defines it, there exists the "I versus You" mechanic, and on the macro-scale we must introduce a "They" for the "We versus They" mechanic of CyberNations interactions. This distinction is necessary to explain the similarities between and differences of scale between wars between individual nations and wars between Alliances or Blocs. What follows from the introduction of these multiple groups of "We" combined with our previous conclusion that the goal of the game and in particular the goal of war differs among subsets of nations is an inference to the best explanation between these two facts: there is a correlation between these groups of We and the common goals of a subset of nations. In other words, each group of We is a group connected by a set of common goals, and these groups are Alliances. This means that in order to explain an objective morality within CyberNations, we must revise our "Morality of We", to a "Morality of We and They".

This is not a controversial conclusion at all. In succinct terminology, I'm merely deriving a commonly held belief that alliances form around a common ideology about the goals that the members hold in common about how to interact with the CyberNations community. For some, as eyriq inadvertently points out, the primary goal is nation-building--grouping by this common goal provides the benefit of access to the trade, aid, and (in rare cases) donation functions for mutual assistance towards this goal. For others, a diplomatic victory is the goal, the desire to be exceptionally famous (or infamous) among the community, and the resources for this are all of the game functions as well as the community forums. Still others want to test their ability at waging war, whether individually or in small or large groups. In reality, all alliances seem to have all of these goals in certain amounts. I'll avoid the debate of which alliances favor which goals. The closer alliances are to one another on these scales, the easier it is for them to be friendly to one another. The farther apart they are on these scales, the more tension there will be between them, typically resulting in a diplomatic clash of some sort, or even war.

War is an inevitability. The question that remains is what actions for war are permissible and which ones are impermissible within the realm of CyberNations. If the ultimate desire of each player is the achievement of their goal of playing (or more casually speaking, the desire of each player is to do what they want to do and have fun), and the goals for alliances differ wildly, then morality must have something to do with which of these groups get to complete their goals in which amounts. This, I believe, is the ultimate conclusion of my arguments.

I believe a discussion on what theory will best explain what each group has the right to do is outside of the scope of this post, but a few implications I do believe are in order. One, as I've stated off-hand before, I do not believe that Just War Theory can possibly apply because of the sheer difference in stakes between real-life war and CyberNations war. Because of this, the conclusion that war must be a last result when all diplomatic approaches fail absolutely will not hold. If the base of morality in CyberNations is the idea that war is never justified is just as unfair to those who play for the sake of war if even in part, as it is possible unfair to claim that an entirely neutral alliance must participate in war against their wishes. Yet we will likely want to claim that there is an upper boundary on what it is moral for a group to do, even if it is what their goal in playing the game actually is. Theories like utilitarianism or Kantian deontology probably can be adapted to fit the realm of Digiterran politics, but whether or not they should is a subject for massive debate.

In other words, how these theories and conclusions apply to current politics, diplomacy, and conflicts is up to us to decide.

1It is undeniable and also relevant that the first premise is true. All of our possible actions are rigidly determined by one, the software code of the system, and two, the conduct guidelines enforced by the moderators. This is indeed a valid differentiation from real life, where our limitations in action are as of yet undiscovered as we continue to create new things and explore new places and perform actions we had not previously anticipated as physically possible. This premise is self-evident and important for future meta-theory, but I will not explore it for this post.

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The sheer daunting nature of your WoT is such that I'm probably just going to agree with you. :v:

I can see why you'd find fault in the premise that "we" need to suck it up at times and protect the community above all else. That doesn't clearly describe past 'diplomatic realities' as you say. However, while I can see why you'd say that there are two examples that I think may support this morality of "We"; 1. Karma, in particular the Vox narrative that drove it, justified the war against NPO and company as punishment for crimes such as forced disbandments, EZI/PZI, and alliance wide perma-wars such as Viet-Fan. 2. Other community based games 'dying' when one group centralizes enough power to make competition impossible.

Both examples point to diverse systems needing to maintain competitive balance for continued designed functioning. Which is why I used a sports league analogy, they consist of teams that want to win at all costs but also that want to maintain the integrity of their playing environment. Which is why we see such things as a luxury tax, revenue sharing, salary caps, drafts, etc, all falling outside the game's initial design but found to be integral to maintain the meta-environment. They realize that while they want to win those win/lose interactions, ultimately of even more importance is that they want to sustain the environment in which those win/lose interactions take place. They choose to follow a community specific morality of "We" in order to sustain that environment.

This is the universal solidarity that I'm really trying to get at. That we can conquer and destroy all day but not to the detriment of the community, which is the lesson that I think Vox and then Karma conveyed. There is a clear line that is crossed when we engage in perma-wars, force disbandments, PZI/EZI and other win/lose engagements of such a lasting nature as to void "We", which while serving to secure one's security and serving to propagate one's identity ultimately work to undermine the entire community and ultimately result in a lose/lose engagement at its logical conclusion.

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"One, as I've stated off-hand before, I do not believe that Just War Theory can possibly apply because of the sheer difference in stakes between real-life war and CyberNations war."

I have not heard ANYONE argue (out of character, that is) that the stakes ARE the same in cybernations as in real-life. If anything, it's considered immoral by the majority of the community here, and rightfully so. A common criticism thrown around is "don't take this game so serious." When it is used correctly, what it really means is "you spend too much time playing CN." I believe this "morality" also fits into eyriq's position. Taking the game "to serious" is bad because it causes burnout which results in the burned out leader leaving, which affects trades, the community the person is in (for losing a member), sometimes the loss of friendships, etc. etc.

However, there IS actual loss in time committed to one's nation, the power/influence associated with that nation, brag rights (Lander Clan 1012 today, on day 1000 I got an unsolicited congrats from someone I only had limited contact with, but he noticed on his own - and I was pleased by it :D)friendship created through interactions here, etc. To destroy Lander Clan wouldn't physically harm I (the real life person behind White Chocolate), but if I ever say while being destroyed "this is nothing, I don't care in the least" it's a flat out lie! I'm not unusual in holding this view. In fact, this is exactly WHY there IS fear associated with things like forced disbandment and EZI/PZI. Such things would have no use as a form of social control if there was truly no loss. We wouldn't even be having this debate.

"Because of this, the conclusion that war must be a last result when all diplomatic approaches fail absolutely will not hold."

It holds exactly because the conclusion is correct.

"If the base of morality in CyberNations is the idea that war is never justified"

I don't think Eyriq was saying that war is never justified, I think he was saying that the sort of war that results in nations being forced (by threat of eternal war) is never justified.

"...is just as unfair to those who play for the sake of war if even in part, as it is possible unfair to claim that an entirely neutral alliance must participate in war against their wishes."

No, it isn't the same.

I'll use Eyriq's sport's analogy to demonstrate. If you like boxing enough to take part in it yourself, that's fine. If I don't like boxing and do not want to take part in it myself, that's fine.

However, if you decide to box against me when I'm not at all interested in boxing - that's assault, and understood to be immoral in order for society to function.

In order for war to be justified, either all the parties involved need to agree to have this match or there needs to be some reason other than "but I like boxing" to justify it.

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Who is this Eyrig and what did he do to Eyriq :D

Also, I don't know that your Boxing analogy works quite that way. For instance if 'boxing' is in your analogy synonymous with war then you need to consider that each nation has a 'to box or not to box option' via the war/peace preference and that in the abstract sense me boxing you cannot be immoral as you've entered a boxing environment willingly.

Now, where I think the interaction has a clear moral line is when boxing leads to the vital impairment of your ability to 'box'. So either you can't play the game at all or you have to stay in peace mode indefinitely and can't play the game via that route either. This ruins the fun for everyone as now the initial attacker has one less opponent and the one attacked has his ability to play the game stunted over the long term.

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Who is this Eyrig and what did he do to Eyriq :D

Fixed it, I think.

and that in the abstract sense me boxing you cannot be immoral as you've entered a boxing environment willingly.

If you are talking about CN Tournament Edition, I agree. With CN Standard, I do not.

If we're talking Standard Edition, in my example, I never entered the 'boxing environment' as a boxer at all. Maybe as a spectator or some other role. The other person likes to box, not me. The only thing we both have in common is that we both exist in the world. That fact alone isn't enough to justify my having to be a participant in the sport as opposed to taking some other role.

Likewise, in CN (it being a nation simulation game), I am in no way agreeing to enter any sort of battle just for battles sake just by being here.

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Fixed it, I think.

If you are talking about CN Tournament Edition, I agree. With CN Standard, I do not.

If we're talking Standard Edition, in my example, I never entered the 'boxing environment' as a boxer at all. Maybe as a spectator or some other role. The other person likes to box, not me. The only thing we both have in common is that we both exist in the world. That fact alone isn't enough to justify my having to be a participant in the sport as opposed to taking some other role.

Likewise, in CN (it being a nation simulation game), I am in no way agreeing to enter any sort of battle just for battles sake just by being here.

That sounds exceptionally stubborn of you! ;)

In the real world 'boxing' is a specifically defined competitive behavior, a human proscribed system with rules and regulations. An effect of its rules and regulations is the creation of an environment that specifically recognizes the arbitrary nature of 'boxing'. For instance, it could not be said that we would be boxing at all if I wasn't a willing participant and didn't first agree to enter into said boxing environment. It would indeed then be assault as it would fall outside of any regulatory system.

Boxing and Cybernations share in the feature of being regulated and defined systems that have very clear and defined functions. War is not some socially arbitrary system that the community has created but instead is inherent in the core-system itself. So when you enter into said system and are engaged in war in the most abstract sense this cannot be considered a violation of individual rights, as your free choice has led to you enter into the system of which war is a part. Aggressive and hostile war is a very appropriate and natural behavior in this game.

When you walk into a boxing ring you had better be prepared via the appropriate tools and training. The same goes in CN. If you get suckered punched because of a lack of preparation and training than you end up on the wrong side of a win/lose relationship. It happens, you learn from it, and you get better, train harder, and fight another day.

When your opponent keeps you down, continues to beat on you, and eventually your very survival is at risk, well that is a whole different story.

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That sounds exceptionally stubborn of you! ;)

I've been exceptionally trained in the fine art of being stubborn. :P

So when you enter into said system and are engaged in war in the most abstract sense this cannot be considered a violation of individual rights, as your free choice has led to you enter into the system of which war is a part. Aggressive and hostile war is a very appropriate and natural behavior in this game.

Just because one may do something doesn't mean that one should. It's equally as arguable, for instance, based on what is technically allowable, that forced disbanding of alliances is "natural" here too. Individuals can always find a different alliance (and thus maintain a role in the overall community) and there is nothing in the game forcing a nation to keep it's first alliance affiliation.

When you walk into a boxing ring you had better be prepared via the appropriate tools and training. The same goes in CN. If you get suckered punched because of a lack of preparation and training than you end up on the wrong side of a win/lose relationship. It happens, you learn from it, and you get better, train harder, and fight another day.

I certainly agree that one should be prepared and trained in the art of war regardless of one's philosophical views on the matter.

When your opponent keeps you down, continues to beat on you, and eventually your very survival is at risk, well that is a whole different story.

I agree. But what constitutes acceptable "sportsmanship" and what goes beyond that is a matter of degree only. For the record, I'm not saying that there are no justifications for war.

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Just because one may do something doesn't mean that one should. It's equally as arguable, for instance, based on what is technically allowable, that forced disbanding of alliances is "natural" here too. Individuals can always find a different alliance (and thus maintain a role in the overall community) and there is nothing in the game forcing a nation to keep it's first alliance affiliation.

The difference really is at the root of my entire point. War is natural and does not harm the community in an abstract sense; it is part of the game design and purpose and a heavy influence on how we socialize. Within the social structure itself it begins to synthesize with our own human nature. The morality of We only deals with this synthesis, and specifically only when a synthetic form of war threatens to destroy the very social structure that spawns it. An ideal stating that 'I don't want to be attacked and shouldn't be attacked' is based on what I believe to be a false premise, namely that war is a mutually occurring function in the game. Trades and foreign aid are mutually occurring functions in that I can send you a trade or aid and for this relationship to be actualized you have to hit the accept button. Nothing such as this exists in the game's design for war. I can't submit to you a request to war to which you can either reject or accept.

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The morality of We only deals with this synthesis, and specifically only when a synthetic form of war threatens to destroy the very social structure that spawns it. An ideal stating that 'I don't want to be attacked and shouldn't be attacked' is based on what I believe to be a false premise, namely that war is a mutually occurring function in the game. Trades and foreign aid are mutually occurring functions in that I can send you a trade or aid and for this relationship to be actualized you have to hit the accept button. Nothing such as this exists in the game's design for war. I can't submit to you a request to war to which you can either reject or accept.

Here is a hypothetical for you, Eyriq. Tell me if this threatens to destroy the social structure.

Nation A sends nation B a trade request. Nation B does not accept, but denies it. Nation A attacks nation B with the "reason for war" being, "Accept trade for peace". If nation B does, peace is made. If nation B does not, the war continues.

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Here is a hypothetical for you, Eyriq. Tell me if this threatens to destroy the social structure.

Nation A sends nation B a trade request. Nation B does not accept, but denies it. Nation A attacks nation B with the "reason for war" being, "Accept trade for peace". If nation B does, peace is made. If nation B does not, the war continues.

Hey, that is for my next blog! To pass a moral judgement in this case and in all cases you have to analyze all its varying parts. For instance, what are the motivations underlying the behavior? Is Nation A seeking justice because Nation B accepted 3 million for a harbor and is now breaching their contract by not accepting the trade? Did nation B reply to the trade request with a vulgar response? Is nation A acting off of greed and a feeling of entitlement?

All of those elements would shed light on the morality of the act. Now, Nation A is a minor player in scheme of things and by no means is a threat to the social structure in and of himself. Is this characteristic shared by a group? Then the impact becomes more potent. I think the more accurate question to ask though isn't if the characteristic is shared by the group but what if it was shared by a group. Such is the slippery slope of a single action leading to a communal threat, and how the morality of We clearly defines such precipitous behaviors as deviant and immoral.

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