The very premise of an online game is that it is uncontrollable – indeed, even the banned players have found ways to sneak back in various disguises.
| That, in turn, presents a thorny set of philosophical problems. How do you seek to curb the baser instincts of a community of autonomous players? Is repression the answer? Or do you have to give people incentives to behave better all by themselves?
–Blood on the Virtual Carpet (Independent)
I filed this under “Journalism” because it features a virtual newspaper reporting on the unsavory activities of the virtual residents of a in The Sims.