Chapter 3: The Rule of Productivity and the Fear of Transgression

F. Raczkowski
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Abstract

Regicide, it appears, is the ultimate crime in real-world monarchies, thus warranting capital punishment (Foucault [1975] 1977: 12). The same holds true for digital, ludic monarchies. Of all video game monarchies, none saw more regicide attempts than Britannia—the fictional, high-fantasy country in the long-running role-playing game series Ultima (Origin Systems/Electronic Arts 1981–1999). The reasons for this were twofold. Firstly, the ruler of Britannia, Lord British, was always conceptualized as the alter ego of the series’s creator, Richard Garriott (cf. “Inside Ultima IV” 1986). With Lord British appearing in every installment of the series, his presence was a challenge for players, a chance to hurt the symbolic stand-in for the game’s creator. Secondly, the challenge of killing Lord British was always situated in the rules of the games. He was simply very hard to kill in each installment of Ultima, so figuring out a way around his elevated hit points or various invulnerabilities became part of the fun of playing the game for some players (cf. “Killing Lord British” [2009] 2019). All of this contributed to the most well-known case of regicide in the history of the Ultima series, which also demonstrates the element of uncertainty that is at the core of games. Shortly before Ultima Online—the massively multiplayer online game (MMO) in the Ultima series—was set to launch in August 1997, the developers attempted a stress test on their servers (Olivetti 2015).1 They encouraged players to log on during that time to check whether the game’s infrastructure was capable of handling large numbers of players at the same time. To increase participation in the test, Richard Garriott announced that he would be present in-game as Lord British, which offered players the chance to meet their world’s creator as a character directly controlled by Garriott. Since Ultima Online was famous for its fairly loose set of rules, which allowed players to rob or kill each other at all times, the developers usually protected their own characters through an administrative command
第三章:生产力的规则和对越界的恐惧
在现实世界的君主政体中,弑君似乎是最严重的罪行,因此有理由判处死刑(福柯[1975]1977:12)。这同样适用于数字化、滑稽的君主制。在所有的电子游戏君主国中,没有哪个国家的弑君行为比《不列颠尼亚》(游戏邦注:这是长期角色扮演游戏系列《创世纪》(Origin Systems/ ea 1981-1999)中虚构的高幻想国家)更多。原因是双重的。首先,Britannia的统治者Lord British总是被定义为该系列的创造者Richard Garriott的另一个自我(参见1986年的《Inside Ultima IV》)。由于Lord British出现在该系列的每部作品中,他的存在对玩家来说是一个挑战,有机会伤害游戏创造者的象征性代表。其次,杀死英国勋爵的挑战一直存在于游戏规则中。在《创世纪》的每一部作品中,他都很难被杀死,所以对一些玩家来说,找到一种方法来解决他的高生命值或各种无孔不入的问题成为玩游戏的乐趣之一(参见《Killing Lord British》[2009]2019)。所有这些都促成了《创世纪》系列历史上最著名的弑君事件,这也证明了游戏核心的不确定性元素。在1997年8月《Ultima online》(《Ultima online》系列中的大型多人在线游戏)发布前不久,开发者尝试在他们的服务器上进行压力测试他们鼓励玩家在这段时间登录,检查游戏的基础设施是否能够同时处理大量玩家。为了增加测试的参与度,Richard Garriott宣布他将以Lord British的身份出现在游戏中,这让玩家有机会以Garriott直接控制的角色与世界的创造者见面。因为《Ultima Online》以其相当宽松的规则集而闻名,即允许玩家随时抢劫或杀死对方,所以开发者通常会通过管理命令来保护自己的角色
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