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Pericles in the Agora
Pericles in the Agora
My friend Sere and I have been active in a couple of the same sims over the last year or so, and I find it useful to talk with her about our shared experiences. I greatly value her perspective, not just because she is coming from a very different background than mine (academic), and therefore understands things in ways that I am not necessarily inclined to, but also because she is whole hell of lot smarter than I am.
So the other night we were talking about what makes certain sims work, and others flop, and the thing she brought up was a connection between the degree to which a sense of community identity and common shared purpose is developed, and the level of success and survivability that a sim experiences.
This made sense to me, and I asked her, "ok if we need to build community to make a sim live long and prosper, how do we do that?
She replied that she thought it came down to a couple of things: make sure that the sim residents feel like they are listened to, and have a defined role in managing the sim and making things happen; that the residents must feel that their contributions and ideas are valued and respected; and there should be structured means to give the residents the opportunity to participate and contribute.
This seemed reasonable. I have certainly seen sims where there were some very good structured systems--such as town councils, circle of elders, elections, etc.--that brought the residents into the process and made it clear to them that they had a role in fostering progress. And of course it only works if those systems are actually utilized and the residents ideas and opinions and contributions are taken seriously. It doesn't work if they are just given lip service while the local oligarchy goes forward with making all the decisions, crafting scenarios and determining what the sim is going to have in it.
The sad reality of it, of course, is how seldom this happens. Most sims are run by a small cadre or an individual with a distinct vision (or as de Tocqueville described it, "the despotism of selfishness"). Some people come up with an idea, find the money to start a sim and then by golly, they are going to run it in such a way as to assure that they get what they want and need out it. We all have the potential to be sim despots within us. How often have all of us said, "great horny toads, if I ever win the lottery, I am going to buy my own private island, build what I want, and as GAWD is my witness, I shall run it the RIGHT WAY!"
Which of course, you can....it's just that the likelihood that it will be a successful, dynamic, well-populated sim is relatively remote, unless you bring others into the mix to help you build a community and collectively work as a community to make the sim move forward.
Which brings us back to de Tocqueville, who said, in writing on democracy in early 19th century America:
"...as soon as a man begins to treat of public affairs in public, he begins to perceive that he is not so independent of his fellow men as he had first imagined, and that in order to obtain their support he must often lend them his cooperation..."
I then said to Sere, "well, hon...giving people role in decision making--even if it's just getting their opinion, making them feel their contribution is valued...communication and respect...that all sorta sounds a lot like what LL is going to have to do on a macro scale to make SL survive n' thrive."
She laughed and said, "yes, but that's going to be a lot harder than just doing so in one sim."
So the other night we were talking about what makes certain sims work, and others flop, and the thing she brought up was a connection between the degree to which a sense of community identity and common shared purpose is developed, and the level of success and survivability that a sim experiences.
This made sense to me, and I asked her, "ok if we need to build community to make a sim live long and prosper, how do we do that?
She replied that she thought it came down to a couple of things: make sure that the sim residents feel like they are listened to, and have a defined role in managing the sim and making things happen; that the residents must feel that their contributions and ideas are valued and respected; and there should be structured means to give the residents the opportunity to participate and contribute.
This seemed reasonable. I have certainly seen sims where there were some very good structured systems--such as town councils, circle of elders, elections, etc.--that brought the residents into the process and made it clear to them that they had a role in fostering progress. And of course it only works if those systems are actually utilized and the residents ideas and opinions and contributions are taken seriously. It doesn't work if they are just given lip service while the local oligarchy goes forward with making all the decisions, crafting scenarios and determining what the sim is going to have in it.
The sad reality of it, of course, is how seldom this happens. Most sims are run by a small cadre or an individual with a distinct vision (or as de Tocqueville described it, "the despotism of selfishness"). Some people come up with an idea, find the money to start a sim and then by golly, they are going to run it in such a way as to assure that they get what they want and need out it. We all have the potential to be sim despots within us. How often have all of us said, "great horny toads, if I ever win the lottery, I am going to buy my own private island, build what I want, and as GAWD is my witness, I shall run it the RIGHT WAY!"
Which of course, you can....it's just that the likelihood that it will be a successful, dynamic, well-populated sim is relatively remote, unless you bring others into the mix to help you build a community and collectively work as a community to make the sim move forward.
Which brings us back to de Tocqueville, who said, in writing on democracy in early 19th century America:
"...as soon as a man begins to treat of public affairs in public, he begins to perceive that he is not so independent of his fellow men as he had first imagined, and that in order to obtain their support he must often lend them his cooperation..."
I then said to Sere, "well, hon...giving people role in decision making--even if it's just getting their opinion, making them feel their contribution is valued...communication and respect...that all sorta sounds a lot like what LL is going to have to do on a macro scale to make SL survive n' thrive."
She laughed and said, "yes, but that's going to be a lot harder than just doing so in one sim."
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