Tuesday, August 12, 2008

Civilization

Civilization is only savagery silver-gilt. A vainglory is it, and like a northern light, comes but to fade and leave the sky more dark. Out of the soil of barbarism it has grown like a tree, and, as I believe, into the soil like a tree it will once more, sooner or later, fall again, as the Egyptian civilization fell, as the Hellenic civilization fell, and as the Roman civilization and many others of which the world has now lost count, fell also. Do not let me, however, be understood as decrying our modern institutions, representing as they do the gathered experience of humanity applied for the good of all. Of course they have great advantages -- hospitals for instance; but then, remember, we breed the sickly people who fill them. In a savage land they do not exist. Besides, the question will arise: How many of these blessings are due to Christianity as distinct from civilization? And so the balance sways and the story runs -- here a gain, there a loss, and Nature's great average struck across the two, whereof the sum total forms one of the factors in that mighty equation in which the result will equal the unknown quantity of her purpose.

~Allen Quartermain~
Diary Excerpt

SOCIOPSYCHOSIS

SOCIOPSYCHOSIS

Definition:
Sociopsychosis reflects the spiritual malaise that permeates society as a whole. It is the pathology not of individuals, but of communities, nations and, indeed, historical epochs. Alternative terms are socioneurosis, ethno-pathology, sociatry (now used principally for the study of institutions for social care, like hospitals and ASYLUMS) and sociopathology (not to be confused with the study of the sociopath or psychopath).
Although starting as an investigation into personality disorders of the individual in society, sociopsychosis has now developed into a vast study of the unhealthy attitudes communicated to individuals by a sick society. This is based on the belief in the reciprocal relationship between the ills of the individual and of the society in which he lives. According to certain psychiatrists, a hospital, for example, can be treated as a sick organization, and modern society has many features of a hospital writ large. Individuals become almost helpless victims of a combination of circumstances, political, national and sociological, that are no longer within their power to change. In the words of a London graffito: 'Do not adjust your common sense; there is a fault in society', and it is this fault that represents the sociopsychosis with which we are now becoming familiar.
The chief sociopsychotic symptoms may be indicated by a brief analysis of the main areas of social collapse. Statistics for this purpose are mostly taken from America, and sometimes more specifically from California, on the ground that the problems of California today become the problems of the rest of the USA tomorrow, and of Europe the day after.
About 30 murders are committed in the United States every day. Lesser crimes of violence, such as kidnapping, assault and mugging, and crimes not necessarily involving violence, such as burglary and shoplifting, occur at the rate of 10 every second. In 1972 over 2 million guns were legally sold in the USA, 75,000 of them in California alone.
Growing alcoholism, drug addiction and drug abuse are an almost universal problem in the developed countries. The highest users are to be found among women with high family incomes and with two or three children. America has 7 million confirmed alcoholics and 50 million occasional or part-time drinkers. There are 100,000 acute alcoholics in England and Wales, and about 2 million on the borderline. Of the 7500 people killed on British roads every year a substantial proportion are the victims of drunken drivers.
There is no evidence that the developed nations are becoming markedly more healthy. The last five years have shown that the life expectancy of the average adult American male has declined, and is expected to decline still further. Health improvement appears to have reached its peak and has now leveled off. The trend applies to the rest of the Western world as well. People are no longer getting healthier. Coronary heart disease, the direct result of stress, is the largest single cause of death and disablement in the West. Mental illness remains endemic and DEPRESSION epidemic in the affluent society. Suicide is high among the causes of death.
The problems of ergonomics, of man and his working conditions, are increasing rapidly. These center around job satisfaction, labor-management relations, absenteeism, alcoholism, strikes, social leveling and class envy. As machines take over and more and more working men become redundant, the problem of what is to be done with them will increasingly engage the thoughts of governments. Along with the benefits of expanding production and prosperity loom the problems of the general environment which are important contributory factors in sociopsychosis: environmental pollution, overpopulation, overcrowding, noise.

Entertainment, once a rare and occasional part of life, is now the daily pabulum of the people, giving them their needed quantum of sports, violence and pornography. There is no relationship between entertainment and morals. The culture heroes of today are the entertainers, many of whom lead lives of sordid glamor, and who are often drug addicts, psychopaths and sexual perverts. Advertising is blatantly sex-oriented. Fashions are designed to keep sexual tensions very near the surface. Some types of clothes with tight pressure on the sexual and anal regions are a constant stimulus to mild eroticism.
In most Western countries today abortions are fast becoming commonplace and may soon be had on demand. It is usually done by having the uterine contents aspirated under strong negative pressure, or suction. Where the operation cannot be legally performed, illegal 'back-street' abortions continue. In the USA about 1 million women undergo illegal abortion every year, of whom about 5000 die as a result. In Western Europe (excluding the UK), some 350,000 illegal abortions, and in the UK about 100,000 cases, are carried out annually. In addition about 200 dead babies are left in London dustbins each year.
Moralists point out that the increasing recourse to abortion is symptomatic of a sociopsychosis, forming part of the pattern of permissiveness, pornography, obscenity and sexual degradation of a decadent culture. Abortion caters mainly for the promiscuous. In the advanced countries, half the number of women involved are unmarried. Those who are well off usually request abortion for trivial social or cosmetic reasons. There is, say the moralists, obviously a growing cynicism and a hardening of personality in the woman who seeks on demand what amounts to virtual infanticide, and who submits to having the growing entity within her 'extracted by a vacuum cleaner', 'squeezed out like a boil', 'slaughtered in a conveyor-belt abattoir', or 'thrown into the w.c. like a piece of disposable tissue'.
Promiscuous sexual relations, pre-marital and extra-marital sex, adultery, wife-swapping and homosexuality are now accepted as part of the pattern of society. The number of unmarried mothers and illegitimate children is rising steeply. About 7 per cent of all children born in the USA today are illegitimate. One-fifth of all brides and one-third of all teenage brides in the USA are pregnant before marriage. 1 in 4 US marriages ends in divorce: in California the ratio is 1 in 2.
The first casualties of this situation are the children. In the break-up of family life the children suffer most. Every hour 5 infants in the USA receive severe injuries at the hands of their parents. Every day 2 or 3 children under five are killed by their parents. In the UK 12 children suffer non-accidental injuries inflicted by their parents every day, as a result of which at least 1 dies and 1 is permanently injured.
Teenage affluence has not improved the quality of the young. There is growing conflict with parents and society. In the past five years the incidence of hooliganism, mugging, sexual violence, burglary and shoplifting, mainly among adolescents, has risen by more than 50 per cent. There are Teenagers Alcoholics Anonymous in several major cities in the USA, and over 1 million youthful users of marijuana, LSD and similar drugs. Unaccountable DEPRESSION is rampant in certain strata of youthful society. More than 2000 college students, and 1000 boys and girls of high-school age in the USA commit suicide each year.
VD (venereal disease, chiefly syphilis and gonorrhea) has had a phenomenal rise in recent years. Its effects on the individual are so widespread that almost any disease subsequently acquired will be aggravated because of it. [t is a permanent guest once it gains entry, and when the obvious external symptoms vanish, its ghost continues to haunt the individual, and by blood-spread is the ultimate cause of many groups of symptoms that continue to smolder underground and crop up in one form or other throughout life.
During the period immediately following the Second World War it was thought that VD had been brought under control, but by the mid-1960s there was a sudden and inexplicable reversal which caused widespread alarm. It was found that the prevention of its spread became impossible, because in a permissive society contact tracing of infected persons was a virtually endless task. Every minute of the day two people in the USA were catching VD. Over 1 million new cases of syphilis and gonorrhea were being reported annually. It has now become pandemic there.
The situation continues to deteriorate both in the USA and elsewhere, and some authorities doubt if its spread can ever be arrested now. The Antibiotics that were once successful in the treatment of VD are gradually becoming ineffectual because both the gonococcus, the microbe causing gonorrhea, and the spirochaete of syphilis are acquiring resistance to them. Teenagers constitute a third of all cases of gonorrhea in the USA, UK and Scandinavia, largely because of the relaxation of moral codes, the spread of indiscriminate, irresponsible, and misleading sex information, which tends to arouse curiosity, allay fears and appease conscience.
Since 1970 the control of infectious syphilis in all parts of the world has been eroded by a great resurgence of new cases. On a world scale the incidence of gonorrhea has aisp risen, from 60 million cases recorded in 1957 to an estimated 230 million in 1972. A WHO report states that gonorrhea has 'reached almost epidemic proportions in Europe'. In the middle of 1976 a new strain, causing 'beta' gonorrhea, appeared in the USA and UK, which is totally immune to penicillin. At present it seems to respond to the more potent Antibiotic, spectinomycin, but doctors warn that in time it may develop resistance to this too. If so, we have as yet no drug to cope with the situation. The hope of 'conquering' VD has now virtually faded.
The generation gap has produced an unprecedented generation conflict, in which the adult world has capitulated all along the line. Many elders envy the permissiveness of youth and imitate or attempt to imitate their life-styles and mores. One of the slogans of the early youth brigade was: 'Don't trust anyone over 25', later advanced to 30 as the slogan-makers grew older themselves. Little attempt is made by elders to counter arguments against morality. The upshot is a growing absence of parental and social disapproval of wrong behavior. According to sociologists of so-called advanced thought, obedience is demeaning, authority is tyrannical and all feelings of guilt and shame, for whatever reason, are festering sores. The real four-letter concepts in their view are discipline, self-control, morality, duty, self-respect.
Throughout history a rapid decline in moral standards has been one of the evils of affluence. Men it would seem are unable to cope with material prosperity. Confronted with a bewildering choice of contradictory values and a multiplicity of standards, people find themselves in a state of confusion and turmoil. Many thinking people become disenchanted with material progress, and regret the loss of faith in a great spiritual reality. But no solution of the downward trend is at present in sight, and according to them the prognosis is gloomy.

-------------------------------

Reference: Felstein, Ivor, Sexual Pollution: the Fall and Rise of Venereal Disease, David & Charles, London,1974. Frank, L. K., Society as the Patient, Rutgers University Press, 1948. Halliday, J. L., Psychosocial Medicine: a Study of the Sick Society

Thursday, August 7, 2008

Life as a Guild Leader

Life as a Guild Leader
by Nick Yee
http://www.nickyee.com/

About 15% of players have been guild leaders at one point or another. In a recent survey, I asked some of these players to talk about their experiences and to describe pain-points and lessons learned. About 280 respondents wrote about their guild leadership experiences. Because the unique difficulties of leading and managing high-end raids has been covered in two earlier articles, the material presented here will focus on other facets of guild leadership. What the player narratives make clear is that being a guild leader is tough, oftentimes a thankless job where moments of satisfaction are very memorable but rare.
Leading a guild is very rewarding, watching it grow and thrive, being respected by your members as a good leader. Politics and folks leaving the game eventually ruins the experience. Overall it was very fun, time consuming and an emotionally exhausting experience. Not sure if I would do it again. [GW, M, 41]

I’m hoping that bringing their stories together here can serve two goals. First of all, the disparate experiences do reveal common pain-points that some respondents suggested potential solutions for. Players who are currently guild leaders or are thinking of becoming guild leaders might be able to glean some helpful information from them. And secondly, the experiences of these players highlight the complex, emergent properties of play in a networked environment. When you are the leader of a guild of 50 players, gaming can become more stressful than your daytime job.

You Can’t Please Everyone

Many guild leaders described how they tried to be everyone’s friend and tried making sure that everyone in the guild was happy. The most common lesson that respondents learned was that it’s simply impossible to please everyone.
The toughest thing about being a guild leader is maintaining relationships with all of your members on a personal level, and realizing that no matter what, you're not going to please everybody. [WoW, M, 30]

The most valuable thing I have learned from playing the role of a guild leader is one akin to life: No matter what you do there will always be some folks that do not like you. [Legends of Cosrin, M, 30]

One reason why this is the case is because guild leaders do not have the resources to make everyone happy. And in fact, trying to do so creates a culture of asking the guild leader for more.
God damn, people don't listen. I hated it. They are so whiny and expect you to do exactly what they say and give them what they want. Balancing the needs of 50 people suck... I won't do it again. I don't even want to be an officer. Takes all the fun out of the game. [WoW, F, 26]

But the main reason you can’t please everyone is because of the sheer diversity of needs and motivations in any group of people. Different guild members are in the guild for different reasons and derive satisfaction from different things.
The toughest part of being a guild leader is that my guild is comprised of people who have great personalities and get along really well, but are a real mixed bag of playing styles. You've got the guy who has 10 lvl 30 characters, you've got the guy who levels at a glacier pace, you've got the guy who hits 60 in a month but only wants to solo, you've got your hardcore raiders, the guy who has 8 lvl 60 toons, your casual players, your night crew and your stone cold PVPers. Trying to come up with goals and content for people like that, people who are all my friends, but have a million different goals, has been a really stressful balancing act. On top of which, I am a casual player who has a busy job and a RL of her own, and can't be on every night of the week to make sure everyone is happy. Being a guild leader has taught me about personality types and how to manage people more then any job I've ever worked on. While its not always a fun lesson, its definitely the most valuable thing I've gotten from the game. [WoW, F, 27]

The toughest thing about being a guild leadership is dealing with very disparate personalities among the members. Our members are older, have jobs and families … Because they are a more mature group they have stronger personalities and opinions. Occasionally this leads to conflict, either in how things are being done or how people are being treated by other guild members. [WoW, M, 34]

Another feature of the MMORPG demographic exacerbates this problem. Groups in real-life workplaces are typically composed of people with similar backgrounds, experiences, and training. Being a leader at college means leading people between the ages of 18-22. And the new recruits at big consulting firms every year are eerily similar people. But being a leader in an MMORPG means leading people between the ages of 10 and 70 - some have never had a job, some are professors, some are retired grandparents, while others are veterans. Pleasing everybody has never been so hard.

Mediating Conflict

In any situation where people have different needs and motivations, conflicts will arise. Inevitably, the guild leader will be asked to become the mediator.
The toughest thing is playing mediator. A guild can become like a small community or a family and with that comes bickering and squabbles that can break up the harmony of the guild. It's important to be able to maintain peace and harmony among members so that fighting and bickering doesn't destroy the guild. People tend to leave if guilds if they get too 'political'. [UO, F]

For many guild leaders, mediating conflict becomes stressful due to their petty nature and the time it takes to resolve these constant conflicts.
The toughest thing about being a leader is people want you to solve their problems. You become their surrogate parent. It's analogous to running a business or any other organization in that respect. Actually helping them solve a problem or three is rewarding, but for me that pleasure is rapidly overwhelmed by the silliness of most of their problems. [Eve Online, M, 49]

However, there is an awful lot of hand-holding and personal conflict resolution that you have to do. I know, in my first guild, I would find myself dealing with interpersonal player problems for 1 to 2 hours a night. I knew it was time to change when I found myself creating an alt - just to play without guild headaches. [EQ2, M, 42]

These conflicts tend to be particularly stressful because of the existing friendships and ties within the guild. Because guild leaders are friends with many players in the guild, these disputes oftentimes involve one or more of their friends.
The toughest decision has probably been so far, was when a couple of my friends had a fight, and the fight went that far that the both members would resign if I wouldn't do anything about it. In the end I decided to boot the other member, mostly because of his way of handling things amongst the other players as well. [UO, M, 18]

the toughest thing for me is the Constant demand and pressure from guild mates, and conflicts between IRL friends and Friends i made in WoW. being the constant 'Anvil' those conflicts Hammer on can be a real Pain. [WoW, M, 24]

As several respondents noted, being fair and impartial was the most important aspect of mediating these conflicts.
Hmm the most valuable lesson learned... Being able to talk with all kinds of people, great communication skills really is the most important aspect of the leadership. Keeping the head straight when listening to people and solving their disagreements without getting personally involved. Actually my skills as a mediator increased a lot from being a guild leader. [WoW, F, 31]


A Firm Hand

Many respondents noted that laying down a firm hand was important. Because many guilds start off as small, casual and friendly guilds, guild leaders oftentimes feel conflicted when it comes to disciplining guild members.
On the personal side, it is toughest for me to punish an existing guild member, especially with the sanction of removing them from the guild. I play the game for fun, and want other to have fun as part of our guild. When we have to come down on someone, it makes the game less fun for everyone, especially that person. Still, sometimes it has to be done for the good for the guild. [WoW, M, 34]

The most difficult thing was removal of someone that I had come to call friend because they wouldn't comply with guild rules and code of conduct. [EQ2, F, 48]

A common theme that arose was the uneasiness in learning that sometimes you have to be tough and say no. The following two players describe this transition in their leadership experience.
The hardest thing for me was learning to say no, or to draw the line and be tough. When I began, I was very worried about pleasing people, and knocked myself out trying to make everyone happy. Over time I got much much tougher - learning to crack down not only on jerks, but on my friends. Having experienced a few very messy guild-removes, including two occasions where in my anxiousness to be 'fair' and give everyone a hearing, I delayed guild removes for so long that the problem person had a chance to really go to town in stirring up guild drama. I started to think of guild removals like surgery, do it clean and quick, and it might not cause hemorrhaging. Sometimes it is better to be firm as soon as you see a problem. It isn't fair to the guild to let a drama queen or manipulator build a power base before you deal with them. [EQ, F, 33]

It took me some time to realize that as by nature I detest conflict and try to defuse situations by talking them through, however when leading a raiding guild there simply isn't the time to sort things out as 'touchy feely' as you'd like, and many seasoned raiders simply don't want to be treated that way. I made more than a few mistakes. I put up with far too much 'drama' when I should have stomped it out much quicker. I was a little tentative to use my authority at times when I should have been much more confident in my position. I allowed personality conflicts within the guild to consume far more of my time than they were really worth. Overall it was a draining experience but a very valuable lesson in leadership - unless you lead you aren't a good leader. [EQ2, M, 32]

Other guild leaders agreed that delaying these hard decisions tends to make things worse, and that problems tend to fester if they are not dealt with.
The toughest thing about being a guild leader is keeping everyone in line and kicking out or penalizing people that you like on a personal level, but have transgressed one to many times. The most valuable lesson I learned from being a guild leader is that if you give someone an inch they will take a mile. The experience drove me much farther to the political right. [WoW, M, 18]


Den Mother + Bitch Goddess

At the same time, several respondents articulated the duality of being a guild leader. It is not easy to be friend and leader at the same time.
A guild leader has to be den mother and bitch goddess in one. You have to be prepared to lay down the rules and abide by them, while at the same time, taking care of everyone in your guild. It's a lot of work and it's a really fine line to walk along at times. [WoW, F, 27]

The most valuable lesson I've learned from being a guild leader is: You'll never be everybody's friend, and wholly expect half the guild to have it out for you. There's two sides to being a guild leader. There's your social side, and your leading side. The social side is everybody's friend, the leader side gets things done. You have to break eggs to make cake, so to speak. [WoW, M, 23]

The notion that guild leadership was a form of motherhood echoed among other respondents.
Well it sometimes was like being a mother of 15 children ;) [GW, F, 28]

And this aspect of being a guild leader also produced its unique set of challenges.
The hardest part about being a guild leader is listening to people's real life problems. I am sort of a 'mom' to people in the guild and a lot of them confide in me. I listen to some really sad stories and it's very difficult to hear them, they effect me greatly. Probably the most difficult was when a 27 year old woman in the guild told me she had terminal breast cancer and that she just needed to talk to me because she was 'so scared'. I think the toughest part about hearing things like that is the realization that these folks had to confide in someone that they don't even know - I feel so bad that they don't have a real life friend or family member that they can reach out to. [EQ, F, 50]


In and Out

One final pain-point that emerged was the difficulty in picking the right people for the guild as well as the difficulty in kicking people out of the guild. Several guild leaders lamented that they oftentimes do not have the resources to screen potential guild members.
Probably the most memorable experience has been inviting ppl to the guild and then very quickly realizing it was a mistake ie the person is annoying, greedy or something like that and then having to deal with the stress of kicking them out or keeping them in.. also had a few similar experiences that were reversed - ie ppl i was very very skeptical about adding because say they had a bad rep as loot hungry turned out to be great and generous best lesson from this is being careful in judging ppl. not to be to quick to judge and also diplomacy in getting rid of ppl is quite a challenge, while maintaining morale. [WoW, M, 34]

The worst of these cases would deliberately use the guild for their own persona gains and had no intention of staying with the guild.
Toughest thing about being a guild leader is when new people come to the guild with a hidden agenda of leaving the guild after they used the guild for their personal gain. This leaves a bad situation in the guild since other people spent their time helping those people out. Best lesson learned is help those in guild that help others. My guild does everything together! [DAoC, M, 40]

I started off with high expectations and slowly got worn down by lack of support and the draining of your time by some members who rarely appreciated your efforts. These members usually added nothing to the guild but demanded both support (assistance in leveling, questing, items, gear, crafting etc) and also constant advice and information. These people either left to join a new guild at some point or would stop playing without any warning and hence made you feel less inclined to help them unless you knew and trusted them. [WoW, M, 33]

And as we’ve seen already, kicking people out is difficult for many guild leaders because they are uncomfortable with taking on a disciplinary role. But for some players, having someone leave their guild is sometimes an emotional loss.
The toughest thing and at the same time, the most valuable thing was to learn to let go. When it was time for someone to move on to another game or monarchy (by their choice), it was time for me to be gracious and supportive.....difficult things in Asheron's call where my personal status and experience points were directly tied to the number of people playing under me. I knew that when I became monarch but it wasn't often easy. It was the most valuable thing because those actions maintained relationships, which are more important (although less tangible) than experience points. It really is 'just a game' so it was valuable to keep that perspective and not focus on the loss. [WoW, F, 47]


Make Rules. Follow Them.

As respondents discussed their difficulties in leading guilds, two important guidelines emerged. First of all, guild leaders highlighted the importance of having ground rules, making people aware of them, and being consistent with those rules.
I learned to NEVER back down from the established rule-set of the guild and to kick out those who will not work within the system we all agreed upon.(even if the system needs changing, people need to follow the established procedure to bring about that change) [EQ2, M, 35]

Be consistent. NEVER deviate from your charter. Never assume that a conflict is a single dimensional issue. Get all the facts and then make your decision. Never jump to conclusions. Always be honest. NEVER show any favoritism. Everyone in the guild is on equal standing with you. [EQ, F, 48]

You can only be consistent if you have pre-established rules. And these narrative suggest that it is this consistency that makes conflict resolution and discipline far easier to deal with.

Delegation

Secondly, there is only so much one person can do. As a guild grows, it becomes impossible for one person to deal with everything that happens.
I found the toughest thing about being a guild leader was the fact that you are supposed to be 'everywhere' at the same time to help all you members. One way to avoid that is to have 'officers' in the guild who can help you. [Lineage 2, M, 27]

As the following players have learned, guild leaders need to learn to promote trusted guild members to officer roles and delegate duties to them.
Without a doubt, the most difficult and the most crucial thing for any guild leader to do is to find highly qualified and committed officers. Very, very few people have the playtime and the motivation to be able to do everything themselves over an extended period of time. Excellent officers are a must to ensure the longevity of a guild. Every time I've been in a guild that had taken a turn for the worse, it has been because of a lack of quality officers. I think that lesson can transfer to all areas of life as well. If you can find good people who are trustworthy and committed, keeping them around you can enrich your life in ways you've never thought possible. [M, 28]

One of the toughest experiences as a guild leader is to find players in the guild that are dedicated to the game and the guild. Because as a guild leader you need officers to help you run the guild as smooth as possible. Because the guild is the members in the guild. So as a guild leader i need to promote people to officers that help me create an active and fun guild to be a member of. [WoW, M, 35]


Obligated To Play

Now that the difficulties and complexities of guild leadership and management have been laid out, it should not come as a surprise that many respondents described their game-play as an obligation. For many of these players, there simply was no longer time for “play” in the game.
Toughest thing I think, is that you never get time to really play yourself. Between in game tells and answering question on guild forums, or messing with the in game loot rules and sets, ya just never find time to go play the game. [EQ2, M, 31]

It's tough that after a while you just feel that you have to log on so that you don't let down the other people in the guild, sometimes even if you are not really in the mood to play the game. Sometimes I neglect 'doing my own thing' in the game because I think it's part of my duties as a guild leader to help other members if they got questions or can't solve quests on their own. [WoW, M, 29]

The toughest thing for me, about leading a guild was just showing up. I never wanted the job, but I felt obligated to maintain the guild I loved. I spent an average of 4 hours a day replying to ICQs and e-mails while attending alliance meetings in IRC and writing up announcements for the website. This before I even logged in ... which when I did, being a RP guild I was forced to attend every event and function I was invited to, to keep up community relations. Not to mention weekly guild and alliance meetings or any impromptu meetings that came up. Whatever time I had left was used up dealing with the inevitable daily guild issues ... So I got maybe one to two hours a week for myself. [UO, M, 35]


More Work Than Their Real Jobs

Some players described their game-play more explicitly as a second full-time job.
After becoming a guild leader I found that I had taken on a second full time job. Creating a nice website was a pain and was time consuming. Then came trying to plan raids that the people in our guild could all attend (too much variation in levels), trying to keep people interested, recruiting new people. It was way too much work. [EQ2, M, 31]

The single toughest thing about running a guild is managing people. It can quickly turn into a serious job. You have to referee disputes, come up with events, loot rules, and organizational structure, recruiting. In short, running a guild is a lot of work, just like managing people in a real life position. [WoW, M, 37]

Others lamented that they escaped into a fantasy world only to be doing their day-time jobs again, the difference being that they didn’t receive pay checks in this fantasy world.
Being a guild leader is a bit more responsibility than I enjoy in a game. If I wanted responsibility I wouldn’t be hiding from the real world ;). It may also that I work as a PR professional and being a guild leader feels a little bit too much like I’m at work. [WoW, M, 25]

The toughest thing about being a guild leader is finding the middle ground between all the members, and being able to keep the group entertained at the same time. Being a guild leader is like being a manager at work, only without the paycheck. It's frustrating but rewarding to lead a group and see it function and grow, but it's a pain in the rear more often than not to get it to that point. [EQ2, M, 33]

The following narrative draws out an unsettling question. What happens when our leisure activities become more work than our day-time jobs? After all, how many of us get to lead 500 people in real life?
I do not regret it at all although I doubt I will do it again anytime soon: during that time, I was leading 10-12 guilds (via an alliance) which meant I was indirectly touching over 500 people, maybe up to 7-800 if you count the not-so-active people. I was definitely having an impact on the server as I always brought up conflicts and difficult situations that players might encounter while playing at the meetings, to make sure our alliance roughly shared similar policies, and obviously, so many people roughly sharing the same rules would have an impact on the other 1500-2000 people on that server. The toughest thing about being a guild leader is that it is really a job, managing all the conflicts and it takes huge amount of time and you receive no thanks for it. [DAoC, F, 38]


Acquiring Leadership Skills

One theme that has flowed through many of the narratives we’ve seen is that people have learned important leadership and management skills from their game-play experiences. After all, leading people involves many of the same skills regardless of where it happens. Several players noted how these new skills have helped them outside of the game.
Being a guild leader has effected my RL ability to lead people and stand up and do what is good and needs to be done. I have received numerous promotions at work into leadership positions and I make almost 8 times more now than when I started WoW last year. [WoW, M, 24]

I learned several things; I could manage events for a few hundred people, I could mediate agreements, I began to notice traits in individuals which where helpful in predicting what they were most likely to do next or likely to be interested in. I learned to delegate authority without releasing responsibility. I am very proud to say that my experience strengthened my diplomatic skills which had never been a strong point prior to my experience. I also learned more about the internet, building sites, moderating forums that I didn't know before. [WoW, F, 56]

These examples highlight games as places where the opportunity to learn important skills emerges, without prior planning by explicit teachers, and without a set curriculum. Video games do change people, and fortunately, those changes aren’t always towards mindless violence or aggression. It is unfortunate that so much of the current media attention on video games, with the incessant finger-pointing at addiction and violence, distracts us from the far more interesting ways in which games can affect and change people.
Most valuable lesson is that realistically, its not whether you win or lose, or even how well you play the game, but who you meet, the relationships you form, and the personal growth that happens as a result of meeting and playing with people from cultures that can and do significantly differ from your own, and even if they don't, just learning of different attitudes and approaches to everything from the game to life in general. [WoW, M, 19]

In being a guild leader for most of my 6 years of online gaming, I have learned a great deal about what power means in an online gaming environment; compassion, understanding, organization and cooperation are required, and I have become a better person for my experiences. My personal journey has been largely through my interactions with people who are intelligent, understanding, creative, supportive, skilled negotiators and good friends. We have people from all walks of life in our guild, and everyone has much to contribute to our ephemeral social fabric; we are all in the same guild by choice, and I am honored to be among them. I may 'Lead' but really ... I learn and I follow by example. [EQ2, F, 42]

The Protocols of Role-Playing

The Protocols of Role-Playing:
from "The Daedalus Project"
by Nick Yee
http://www.nickyee.com/index-daedalus.html

One way to understand role-playing is by asking role-players to describe what counts as good role-playing and what the etiquette of role-playing is. Responses to this question were surprisingly similar, with a key set of attributes articulated over and over again by many players. These guidelines fall roughly into three aspects of role-playing: 1) character interaction, 2) textual communication, and 3) story-telling.
The primary set of guidelines that players articulated revolved around how a player’s character should behave and interact with others.

Character Interaction

Stay in Character

The most common guideline given was that good role-players “stay in character”. There are two layers of meaning in this phrase. The superficial one is that role-players should avoid making out-of-character comments (OOC).
Maintaining an in character presence is definitely one of the top rules. Personally, I have no problem with the occasional out of character comment, such as 'brb' or 'phone' or something similar (and most people that I know of don't), but to come out of nowhere and start asking about game mechanics ooc'ly...that just comes across as either 'newbie!' or 'idiot'. [Neverwinter Nights, F, 23]

But the underlying assumption is that good role-players can stay in character because they have a character personality that has sufficiently depth and can deal with a wide range of scenarios.
A good roleplayer knows all aspects of their character; they have a thorough background and a concept of how their character would act and react and they go with that. A newer roleplayer will often drop out of character, or they will forget that they are roleplaying a certain character and not only drop ooc but revert completely to their personality, or the personality of one of their other characters. [EQ2, F, 23]

Good role-players stay in character when on-stage. Newbies generally have limited ability to respond; their conversation armamentarium is small. [Second Life, F, 57]

In this second reading, a player breaks character because of a limited behavioral repertoire. A good role-player is not only consistent, but draws from a coherent character story or psychology to react to a wide range of scenarios.

Accommodate Others

As we’ve noted elsewhere, many players try so hard to be extraordinary that it becomes banal because everyone has a woefully tragic past. In other words, many role-players want to be in the spotlight. But in anything that resembles a story, there can only be so many lead characters. The “drama queen” is a recognized part of the role-playing community.
In my opinion, a lot of RP'ers tend to need/want attention. Each of us is a little 'drama queen' just screaming to get out. As much as we enjoy getting together & having a scene with all of us together, we each crave our moment when we're the center of attention. [CoH, M, 30]

The drama queen is usually really easy to spot, as he's probably the one obsessed with winning the e-peen waving contest over who has the most tragic past, or who has the greatest greater destiny, or is just generally not happy with ever being a supporting player, even in someone else's plot. [WoW, M, 24]

Thus, what marks good role-players is their willingness to accommodate others, whether this means playing a support role or being responsive to the quirks of other characters. In sum, it is the ability to share the spotlight.
Good roleplaying is interesting, original, spontaneous and very open-ended. Good roleplaying does not impede the progress of other players in the game or interfere with their game experience, but rather, happens alongside it, enhancing the game for those passing through as well as those who are engaged in the act of roleplay. [AO, F, 40]

A good roleplayer is responsive to characters around him/her and doesn't feel the need to constantly be in the spotlight; a good roleplayer improves the RP of those around him/her just through the quality of the interaction. [EQ2, F, 37]


Develop Character Over Time

As we’ve seen, static and inflexible characters are frowned upon largely because they suggest a lack of imagination or a resistance to interact with other players.
A bad roleplayer tends to be stuck with only a few ideas (e.g. kill x-race on sight), have either stereotypical characters (e.g. Elminster wannabe mage) or wild ideas (I was brought up by a race that kills my own race on sight) and often struggles with thee/thou because 'that is part of roleplaying'. The character will remain the same even after 'life-changing events' and during roleplaying sessions with others they try to make their character the Hero or force things on other characters (e.g. when in a barfight 'I cast a spell and everyone falls on the ground writhing in pain'). [WoW, F, 31]

On the other hand, good role-playing allows for character development. In other words, these characters are open to interacting with other characters and changing because of significant interactions.
Good role playing involves the creation of a whole character, the ability to allow others to influence that character through relationships and interaction, and the character's growth and development. [EQ, F, 53]

Good roleplayer: is able to adapt to a situation and to make the character evolve throughout the time, gives the character the opportunity to learn and change his/her mind (with reasons to do so). [SWG, F, 29]

A corollary of this is that good role-players develop relationships to make these character developments visible to others and to create the potential for these developments. After all, no one knows you have changed (or can provide a context for you to change) unless they have known you for a while.
Develops in-game relationships with other characters, from romance and friendship to rivalry and feuds. Really good role players allow these relationships to grow and change over time. [DAoC, M, 45]

Good role playing involves the creation of a whole character, the ability to allow others to influence that character through relationships and interaction, and the character's growth and development. [EQ, F, 53]


Textual Communication

The second set of guidelines described by players revolved around expectations of writing skills and the conscious effort to bracket off out-of-character comments.

Writing and Spelling

The primary pet-peeves of role-players are poor spelling, grammar or incessant abbreviations. Specifically, leet-speak is very much frowned upon.
There are a few standard rules that really help roleplay. Actually spelling words out. The difference between 'What do you mean?' and 'wut do u mean?'. From my experience, this will get you slaughtered. [WoW, M, 25]

An attempt at good spelling is always appreciated, when you're trying to roleplay. No one is perfect, but lots of 'lol kthx u help me?' isn't going to go over very well. Doing that on an RP server will get you some pretty snippy responses, I've seen. [WoW, F, 23]

Mark OOC Comments

Secondly, consistent with the importance of staying in character, the deliberate separation of out-of-character (OOC) commentary is also seen as necessary. In an environment where all communication is textual, this means developing strategies to explicitly mark OOC comments. This is commonly done via bracketing.
Any chat that's OOC--out-of-character--must be marked as different somehow. Generally this means double parentheses--like ((hi!))--or brackets of some sort, like [ ] or { }. [CoH, M, 30]

The only etiquette things i can think of is declaring out of character comments, it tends to break up the flow if people talk out of character and are not declaring it. [WoW, M, 24]


Story-Telling

We’ve looked at guidelines that players described related to character interaction and communication. We’ll now turn to what players noted were unacceptable ways of story-telling in the context of an ongoing plot or role-playing event.

Don’t “God-Mode”

Above all, role-playing is a shared consensual experience among players. Thus it’s important that actions are not forced on other players. Breaking this rule was referred to either as “god-moding” or “power-emoting” by respondents.
The most common rule that is broken, that I know of, is forcing someone into something they might not otherwise do. For example, a role player would emote, Laeque leans in to kiss Joe. A non-role player would emote, Laeque kisses Joe on the cheek. The first emote is open ended. The other player chooses to back away or accept the kiss as his character would let him. The second emote is typical of the novice role player. It allows nothing to react to and dictates the action. [DAoC, F, 50]

Well, there's a big one. Don't godmode. Do NOT act like an action that you roleplay succeeds immediately. Roleplaying is all about mutual consent. If you are going to do something that could totally alter the other character, ASK. Don't even try to do it at all and allow for failure. Ask the player in private. [CoH, F, 18]

Don’t “Meta-Game”

And finally, echoing the early guideline to stay in character, players noted that it was important that players are consistent with what their characters know and do not know about the world. This was referred to by respondents as “meta-gaming”.
You also should never meta-game. This is when you have, for example, played WoW to level 60 once already and have seen the enitre world. Then you start another roleplay character, and you use knowledge from your first character in your second, while your second character shouldn't actually have this knowledge, because it hasn't seen all these places and things yet. [Seed Beta, F, 24]

Most roleplaying newbies and 'outsiders' don't understand the concept of 'meta-gaming'. Meta-gaming is applying knowledge or influence from an out-of-character context to an in-character situation. For example, talking about the inner layout of a high-level dungeon as a low-level character who could not possibly have first-hand knowledge of such a thing. [WoW, M, 29]


What is Role-Playing?

One internal conflict I’ve side-stepped so far is what actually counts as role-playing. Many respondents commented that perspectives of what counted as role-playing vary from player to player and is a constant source of tension. Given this underlying tension, it is actually interesting that a coherent set of guidelines could be extracted from role-players. Indeed, the most common source of tension did not involve the guidelines themselves, but rather, from how strictly and how often they were to be followed.
An alliance my guild was in during the relatively early days of DAoC had a rather strict policy of not breaking character in alliance chat. While it seemed like a good policy at the time, the steady scolding after every slip ended up leaving alliance chat mostly unused. When this same alliance announced that they were going to focus even MORE on role-playing, our guild (and several others) left. The realization we made at the time was that role-playing is at it's best when it just happens, and at it's worst when it is forced. [EQ2, M, 37]

There are wide differences in degree of tolerance for adherence to roleplay, and significant disagreements can be sparked over these disagreements. I find that roleplaying guilds in particular suffer from this, and rarely enjoy the longevity of a more accepting and varied guild, though a common thread and recognition of other's characters in their roles and some perhaps 'lighter' roleplay certainly adds to the fun of a good guild. [EQ, M, 51]

In other words, for some role-players, having strict guidelines and enforcement diminishes the spontaneous fun of role-playing. The rules begin to constrain, rather then enable, creativity.
I have been a member of a guild that took their role playing very seriously and had rules of conduct etc. which I didn't agree with as I found it constrictive in a similar way to how I view the raiding guilds which are non-rp but have numerous rules on how you should behave. I suppose that my thinking here is that real life has lots of rules in it, why create more in a fantasy world that is (for me) a form of escapism? [WoW, M, 32]

I've been in very strict RP guilds where any conversation that took place that was not in the 'approved' vernacular of the Guild had to be noted as being 'OC' (Out of Character) before the conversation took place. Failure to abide by that rule could result in the offender being kicked from the guild. Most guilds aren't that strict because it does, at some point, make it more difficult to have a good gaming experience (diversion from real life) when you're constantly having to look over your virtual shoulder for the RP Police. [WoW, M, 43]

And finally, I’ll leave you with one interesting “is it role-play?” dilemma that several players articulated.

As to what constitutes RP, many will say anything goes (and this is the school to which I subscribe) as long as it's sensible, but their are many views on this too. A favourite quote of mine is.
'Your character isn't a Night Elf that has fallen through a wormhole to find herself in Eve. Ever.'. Some people will say that anything which refers to another game/world/life and so on is effectively 'disqualified' from being In Character (IC). [EO, M, 19]

Morality

Morality: (from the Latin moralitaser "manner, character, proper behavior") has three principal meanings.

In its first descriptive usage, morality means a code of conduct held to be authoritative in matters of right and wrong, whether by society, philosophy, religion, or individual conscience.

In its second, normative and universal sense, morality refers to an ideal code of conduct, one which would be espoused in preference to alternatives by all rational people, under specified conditions. To deny 'morality' in this sense is a position known as moral skepticism.

In its third usage, 'morality' is synonymous with ethics, the systematic philosophical study of the moral domain.

Ethics seeks to address questions such as how a moral outcome can be achieved in a specific situation (applied ethics), how moral values should be determined (normative ethics), what morals people actually abide by (descriptive ethics), what is the fundamental nature of ethics or morality itself, including whether it has any objective justification (meta-ethics), and how moral capacity or moral agency develops and what its nature is (moral psychology). In applied ethics, for example, the prohibition against taking human life is controversial with respect to capital punishment, abortion and wars of invasion. In normative ethics, a typical question might be whether a lie told for the sake of protecting someone from harm is justified. In meta-ethics, a key issue is the meaning of the terms "right" or "wrong". Moral realism would hold that there are true moral statements which report objective moral facts, whereas moral anti-realism would hold that morality is derived from any one of the norms prevalent in society (cultural relativism); the edicts of a god (divine command theory); is merely an expression of the speakers' sentiments (emotivism); an implied imperative (prescriptivism); falsely presupposes that there are objective moral facts (error theory). Some thinkers hold that there is no correct definition of right behavior, that morality can only be judged with respect to particular situations, within the standards of particular belief systems and socio-historical contexts. This position, known as moral relativism, often cites empirical evidence from anthropology as evidence to support its claims. The opposite view, that there are universal, eternal moral truths is known as moral absolutism. Moral absolutists might concede that forces of social conformity significantly shape moral decisions, but deny that cultural norms and customs define morally right behavior.

Religion as a source of moral authority:

Religious belief systems usually include the idea of divine will and divine judgment and usually correspond to a moral code of conduct.

Anthropological perspectives:

Tribal and territorial moralities:
Celia Green has made a distinction between tribal and territorial morality. She characterizes the latter as predominantly negative and proscriptive: it defines a person’s territory, including his or her property and dependants, which is not to be damaged or interfered with. Apart from these proscriptions, territorial morality is permissive, allowing the individual whatever behaviour does not interfere with the territory of another. By contrast, tribal morality is prescriptive, imposing the norms of the collective on the individual. These norms will be arbitrary, culturally dependent and ‘flexible’, whereas territorial morality aims at rules which are universal and absolute, such as Kant’s ‘categorical imperative’. Green relates the development of territorial morality to the rise of the concept of private property, and the ascendancy of contract

In-group and out-group:
Some observers hold that individuals have distinct sets of moral rules that they apply to different groups of people. There is the "ingroup," which includes the individual and those they believe to be of the same culture or race, and there is the "outgroup," whose members are not entitled to be treated according to the same rules. Some biologists, anthropologists and evolutionary psychologists believe this ingroup/outgroup difference is an evolutionary mechanism, one which evolved due to its enhanced survival aspects. Gary R. Johnson and V.S. Falger have argued that nationalism and patriotism are forms of this ingroup/outgroup boundary.

Comparing cultures:
Fons Trompenaars, author of Did the Pedestrian Die?, tested members of different cultures with various moral dilemmas. One of these was whether the driver of a car would have his friend, a passenger riding in the car, lie in order to protect the driver from the consequences of driving too fast and hitting a pedestrian. Trompenaars found that different cultures had quite different expectations (from none to almost certain).

Evolutionary perspectives:

Further information:
#Altruism_in_ethology_and_evolutionary_biology

Evolutionary biologists start from the assumption that morality is a product of evolutionary forces.[citation needed] On this view, moral codes are ultimately founded on emotional instincts and intuitions that were selected for in the past because they aided survival and reproduction (inclusive fitness). The strength of the maternal bond is one example. Another is the Westermarck effect, seen as underpinning taboos against incest, which decreases the likelihood of inbreeding depression.

The phenomenon of 'reciprocity' in nature is seen by evolutionary biologists as one way to begin to understand human morality. Its function is typically to ensure a reliable supply of essential resources, especially for animals living in a habitat where food quantity or quality fluctuates unpredictably. For example, on any given night for vampire bats, some individuals fail to feed on prey while others consume a surplus of blood. Bats that have successfully fed then regurgitate part of their blood meal to save a conspecific from starvation. Since these animals live in close-knit groups over many years, an individual can count on other group members to return the favor on nights when it goes hungry (Wilkinson, 1984)

It has been convincingly demonstrated that chimpanzees show empathy for each other in a wide variety of contexts. They also possess the ability to engage in deception, and a level of social 'politics' prototypical of our own tendencies for gossip, and reputation management.

Christopher Boehm (1982) has hypothesized that the incremental development of moral complexity throughout hominid evolution was due to the increasing need to avoid disputes and injuries in moving to open savanna and developing stone weapons. Other theories are that increasing complexity was simply a correlate of increasing group size and brain size, and in particular the development of theory of mind abilities. Richard Dawkins in the God Delusion suggested that our morality is a result of our biological evolutionary history and that the Moral Zeitgeist helps describe how morality evolves from biological and cultural origins and evolves with time within a culture.

Neuroscientific and psychiatric perspectives:

Mirror-neurons:
Research on mirror neurons, since their discovery in 1996, suggests that they may have a strong role to play in empathy. Social neuroscientist Jean Decety thinks that the ability to recognize and vicariously experience what another creature is undergoing was a key step forward in the evolution of social behavior, and ultimately, morality. The inability to feel empathy is one of the defining characteristic of psychopathy, and this would appear to lend support to Decety's view.

Psychological perspectives:
Further information:
#Education_and_development_of_morality

Morality as maladaptive and universal:
Phil Roberts, Jr. has offered a perspective in which morality, and specifically the capacity for guilt, is viewed as a maladaptive byproduct of the evolution of rationality:

Guilt is a maladaptive manifestation of our need to justify our existence, in this case by conforming to a shared subconscious theory of rationality in which 'being rational' is simply a matter of 'being objective', as exemplified in the moral maxim, 'Love (intrinsically value) your neighbor as you love (intrinsically value) yourself'. Although none of us can actually measure up to this standard, we nonetheless come to experience feelings of worthlessness (guilt) along with a corresponding reduction in the will to survive (depression) when we deviate from the standard to an unreasonable degree. In other words, a capacity for guilt (having a conscience) is a part of the price we humans have had to pay for having become a little too objective (too rational) for our own good.

Morality in judicial systems:
In most systems, the lack of morality of the individual can also be a sufficient cause for punishment, or can be an element for the grading of the punishment.

Especially in the systems where modesty (i.e., with reference to sexual crimes) is legally protected or otherwise regulated, the definition of morality as a legal element and in order to determine the cases of infringement, is usually left to the vision and appreciation of the single judge and hardly ever precisely specified. In such cases, it is common to verify an application of the prevalent common morality of the interested community, that consequently becomes enforced by the law for further reference.

The government of South Africa is attempting to create a Moral Regeneration movement. Part of this is a proposed Bill of Morals, which will bring a biblical-based "moral code" into the realm of law. This move by a nominally secular democracy has attracted relatively little criticism.

Morality and politics:
If morality is the answer to the question 'how ought we to live' at the individual level, politics can be seen as addressing the same question at the social level. It is therefore unsurprising that evidence has been found of a relationship between attitudes in morality and politics. Jonathan Haidt and Jesse Graham have studied the differences between liberals and conservatives,in this regard. According to their model, political conservatives make their moral choices using five moral variables (harm/care, fairness/reciprocity, ingroup loyalty, authority/respect, purity/sanctity), whereas liberals use only two (harm/care and fairness/reciprocity). Haidt also hypothesizes that the origin of this division in the United States can be traced to geohistorical factors, with conservatism strongest in closely knit, ethnically homogenous communities, in contrast to port-cities, where the cultural mix is greater, thus requiring more liberalism.

Group morality develops from shared concepts and beliefs and is often codified to regulate behavior within a culture or community. Various defined actions come to be called moral or immoral. Individuals who choose moral action are popularly held to possess "moral fiber", whereas those who indulge in immoral behavior may be labeled as socially degenerate. The continued existence of a group may depend on widespread conformity to codes of morality; an inability to adjust moral codes in response to new challenges is sometimes credited with the demise of a community (a positive example would be the function of Cistercian reform in reviving monasticism; a negative example would be the role of the Dowager Empress in the subjugation of China to European interests). Within nationalist movements, there has been some tendency to feel that a nation will not survive or prosper without acknowledging one common morality, regardless of in what it consists. Political Morality is also relevant to the behaviour internationally of national governments, and to the support they receive from their host population. Noam Chomsky states that
... if we adopt the principle of universality: if an action is right (or wrong) for others, it is right (or wrong) for us. Those who do not rise to the minimal moral level of applying to themselves the standards they apply to others -- more stringent ones, in fact -- plainly cannot be taken seriously when they speak of appropriateness of response; or of right and wrong, good and evil.
In fact, one of the, maybe the most, elementary of moral principles is that of universality, that is, If something's right for me, it's right for you; if it's wrong for you, it's wrong for me. Any moral code that is even worth looking at has that at its core somehow. But that principle is overwhelmingly disregarded all the time. If you want to run through examples we can easily do it. Take, say, George W. Bush, since he happens to be president. If you apply the standards that we applied to Nazi war criminals at Nuremberg, he'd be hanged. Is it an even conceivable possibility? It's not even discussable. Because we don't apply to ourselves the principles we apply to others. There's a lot of talk about 'terror' and how awful it is. Whose terror? Our terror against them? I mean, is that considered reprehensible? No, it's considered highly moral; it's considered self-defense. Now, their terror against us, that's awful, and terrible. But, to try to rise to the level of becoming a minimal moral agent, and just entering into the domain of moral discourse is very difficult. Because that means accepting the principle of universality. And you can experiment for yourself and see how often that's accepted, either in personal or political life. Very rarely.

Moral codes:
Codified morality is generally distinguished from custom, another way for a community to define appropriate activity, by the former's derivation from natural or universal principles. In certain religious communities, the Divine is said to provide these principles through revelation, sometimes in great detail. Such codes may be called laws, as in the Law of Moses, or community morality may be defined through commentary on the texts of revelation, as in Islamic law. Such codes are distinguished from legal or judicial right, including civil rights, which are based on the accumulated traditions, decrees and legislation of a political authority, though these latter often invoke the authority of the moral law.

Morality can also be seen as the collection of beliefs as to what constitutes a good life. Since throughout most of human history, religions have provided both visions and regulations for an ideal life, morality is often confused with religious precepts. In secular communities, lifestyle choices, which represent an individual's conception of the good life, are often discussed in terms of "morality". Individuals sometimes feel that making an appropriate lifestyle choice invokes a true morality, and that accepted codes of conduct within their chosen community are fundamentally moral, even when such codes deviate from more general social principles.

Moral codes are often complex definitions of right and wrong that are based upon well-defined value systems. Although some people might think that a moral code is simple, rarely is there anything simple about one's values, ethics, etc. or, for that matter, the judgment of those of others. The difficulty lies in the fact that morals are often part of a religion and more often than not about culture codes. Sometimes, moral codes give way to legal codes, which couple penalties or corrective actions with particular practices. Note that while many legal codes are merely built on a foundation of religious and/or cultural moral codes, ofttimes they are one and the same.

Examples of moral codes include the Golden Rule; the Noble Eightfold Path of Buddhism; the ancient Egyptian code of Ma'at ;the ten commandments of Judaism, Christianity, and Islam; the yamas and niyama of the Hindu scriptures; the ten Indian commandments; and the principle of the Dessek.

Another related concept is the moral core which is assumed to be innate in each individual, to those who accept that differences between individuals are more important than posited Creators or their rules. This, in some religious systems (e.g. Taoism and Gnosticism), is assumed to be the basis of all aesthetics and thus moral choice. Moral codes as such are therefore seen as coercive — part of human politics.

Moral psychology:

Religiosity and morality:
In the scientific literature, the degree of religiosity is generally found to be associated with higher ethical attitudes. Although a recent study by Gregory S. Paul published in the Journal of Religion and Society argues for a positive correlation between the degree of public religiosity in a society and certain measures of dysfunction, an analysis published later in the same journal contends that a number of methodological problems undermine any findings or conclusions to be taken from the research. In a response to the study by Paul, Gary F. Jensen builds on and refines Paul's study. His conclusion, after carrying out elaborate multivariate statistical studies, is that there is a correlation (and perhaps a causal relationship) of higher homicide rates, not with Christianity, but with dualism in Christianity, that is to say with the proportion of the population who believe the devil and hell exist. Excerpt: "A multiple regression analysis reveals a complex relationship with some dimensions of religiosity encouraging homicide and other dimensions discouraging it." Meanwhile, other studies seem to show positive links in the relationship between religiosity and moral behavior — for example, surveys suggesting a positive connection between faith and altruism. Modern research in criminology also acknowledges an inverse relationship between religion and crime, with many studies establishing this beneficial connection (though some claim it is a modest one). Indeed, a meta-analysis of 60 studies on religion and crime concluded, “religious behaviors and beliefs exert a moderate deterrent effect on individuals’ criminal behavior”.

References:
1. ^ http://plato.stanford.edu/entries/morality-definition/
2. ^ http://www.philosophyblog.com.au/ethics-vs-morality-the-distinction-between-ethics-and-morals/
3. ^ http://www.iep.utm.edu/e/ethics.htm
4. ^ http://plato.stanford.edu/entries/moral-relativism/
5. ^ Green, Celia (2004). Letters from Exile: Observations on a Culture in Decline. Oxford: Oxford Forum. Chapters I-XX.
6. ^ O’Connell, Sanjida (July 1995). "Empathy in chimpanzees: Evidence for theory of mind?". primates 36 (3): 397-410. 0032-8332. Retrieved on 2007-11-08. 
7. ^ [1] http://www.amazon.com/dp/0674356616
8. ^ Giacomo Rizzolatti et al. (1996). Premotor cortex and the recognition of motor actions, Cognitive Brain Research 3 131-141
9. ^ http://www.washingtonpost.com/wp-dyn/content/article/2007/05/27/AR2007052701056_pf.html
10. ^ de Wied M, Goudena PP, Matthys W (2005). "Empathy in boys with disruptive behavior disorders". Journal of child psychology and psychiatry, and allied disciplines 46 (8): 867-80. doi:10.1111/j.1469-7610.2004.00389.x. PMID 16033635. 
11. ^ Fernandez YM, Marshall WL (2003). "Victim empathy, social self-esteem, and psychopathy in rapists". Sexual abuse : a journal of research and treatment 15 (1): 11-26. doi:10.1023/A:1020611606754. PMID 12616926. 
12. ^ Haidt, Johan and Graham, Jesse (2006). When morality opposes justice: Conservatives have moral intuitions that liberals may not recognize Social Justice Research.
13. ^ [2] http://www.newyorker.com/online/video/conference/2007/haidt
14. ^ [3] http://dangerousintersection.org/?p=1445
15. ^ [[4]] Terror and Just Response, ZNet, 02 July 2002, Noam Chomsky
16. ^ [[5]] Arts and Opinion Vol. 6, No. 6, 2007 Gabriel Matthew Schivone interviews Noam Chomsky
17. ^ As is expressed in the review of literature on this topic by: Conroy, S.J. and Emerson, T.L.N. (2004). "Business Ethics and Religion: Religiosity as a Predictor of Ethical Awareness Among Students". Journal of Business Ethics 50: 383--396.  DOI:10.1023/B:BUSI.0000025040.41263.09
18. ^ Paul, Gregory S. (2005). "Cross-National Correlations of Quantifiable Societal Health with Popular Religiosity and Secularism in the Prosperous Democracies: A First Look". Journal of Religion and Society 7. 
19. ^ Gerson Moreno-Riaño; Mark Caleb Smith, Thomas Mach (2006). "Religiosity, Secularism, and Social Health". Journal of Religion and Society 8. 
20. ^ Gary F. Jensen (2006) Department of Sociology, Vanderbilt University Religious Cosmologies and Homicide Rates among Nations: A Closer Look http://moses.creighton.edu/JRS/2006/2006-7.html http://moses.creighton.edu/JRS/pdf/2006-7.pdf Journal of Religion and Society, Volume 8, ISSN 1522-5658 http://purl.org/JRS
21. ^ KERLEY, KENT R., MATTHEWS, TODD L. & BLANCHARD, TROY C. (2005) Religiosity, Religious Participation, and Negative Prison Behaviors. Journal for the Scientific Study of Religion 44 (4), 443-457. doi:10.1111/j.1468-5906.2005.00296.x
22. ^ SAROGLOU, VASSILIS, PICHON, ISABELLE, TROMPETTE, LAURENCE, VERSCHUEREN, MARIJKE & DERNELLE, REBECCA (2005) Prosocial Behavior and Religion: New Evidence Based on Projective Measures and Peer Ratings. Journal for the Scientific Study of Religion 44 (3), 323-348. doi:10.1111/j.1468-5906.2005.00289.x
23. ^ Regnerus, Mark D. & Burdette, Amy (2006) RELIGIOUS CHANGE AND ADOLESCENT FAMILY DYNAMICS. The Sociological Quarterly 47 (1), 175-194. doi:10.1111/j.1533-8525.2006.00042.x
24. ^ eg a survey by Robert Putnam showing that membership of religious groups was positively correlated with membership of voluntary organisations
25. ^ As is stated in: Doris C. Chu (2007). Religiosity and Desistance From Drug Use. Criminal Justice and Behavior, 2007; 34; 661 originally published online Mar 7, 2007; DOI: 10.1177/0093854806293485
26. ^ For example:
* Albrecht, S. I., Chadwick, B. A., & Alcorn, D. S. (1977). Religiosity and deviance:Application of an attitude-behavior contingent consistency model. Journal for the Scientific Study of Religion, 16, 263-274.
* Burkett, S.,& White, M. (1974). Hellfire and delinquency:Another look. Journal for the Scientific Study of Religion,13,455-462.
* Chard-Wierschem, D. (1998). In pursuit of the “true” relationship: A longitudinal study of the effects of religiosity on delinquency and substance abuse. Ann Arbor, MI: UMI Dissertation.
* Cochran, J. K.,& Akers, R. L. (1989). Beyond hellfire:An explanation of the variable effects of religiosity on adolescent marijuana and alcohol use. Journal of Research in Crime and Delinquency, 26, 198-225.
* Evans, T. D.,Cullen, F. T.,Burton, V. S.,Jr.,Dunaway, R. G.,Payne, G. L.,& Kethineni, S. R. (1996). Religion, social bonds, and delinquency. Deviant Behavior, 17, 43-70.
* Grasmick, H. G., Bursik, R. J., & Cochran, J. K. (1991). “Render unto Caesar what is Caesar’s”: Religiosity and taxpayer’s inclinations to cheat. The Sociological Quarterly, 32, 251-266.
* Higgins, P. C., & Albrecht, G. L. (1977). Hellfire and delinquency revisited. Social Forces, 55, 952-958.
* Johnson, B. R.,Larson, D. B.,DeLi,S.,& Jang, S. J. (2000). Escaping from the crime of inner cities:Church attendance and religious salience among disadvantaged youth. Justice Quarterly, 17, 377-391.
* Johnson, R. E., Marcos, A. C., & Bahr, S. J. (1987). The role of peers in the complex etiology of adolescent drug use. Criminology, 25, 323-340.
* Powell, K. (1997). Correlates of violent and nonviolent behavior among vulnerable inner-city youths. Family and Community Health, 20, 38-47.
27. ^ Baier, C. J.,& Wright, B. R. (2001). “If you love me, keep my commandments”:A meta-analysis of the effect of religion on crime. Journal of Research in Crime and Delinquency,38,3-21.

allaboutphilosophy.org/Morality
atheism.about.com

The Flawed Logic of "The One True Path"

The Flawed Logic of "The One True Path"
or
Why My Religion is Right and Yours is Wrong


If you are a human being who lives on Earth, you have probably been exposed to other human beings who are not your exact clones.
If this sounds like you, then you have probably also been told once or twice that what you believe is wrong and (coincidentally) the person who told you this just so happens to have the correct set of beliefs that you should promptly integrate into your life.
The first time I heard this, I was excited at this easy replacement for years of personal discipline, study and introspection. Imagine my shock and amazement when I found that that the reasons they offered as to why they were right didn't quite stand up to the feeble light of early dawn.
To save you from suffering the same disappointment that I endured, I have listed some of these reasons that failed to provide me the "easy out" and forced me to do actual real work in finding my own personal spirituality.

1) My Religion is Right, so Yours Must be Wrong!

Let's all start and agree with the premise that Divinity is Big. Quite probably beyond our ability to grasp its vastness. Bigger than the Earth, even!
Okay. Now look out your window and describe what you see. Did you just describe every feature of our planet, or just a small part that you have seen and are familiar with?
If you can't describe all of our little planet, how can you expect to describe all of Divinity?
Just as I can look outside and say "The Earth is a muddy swamp like my backyard is after the rain" you might say "The Earth is a dry hot arid place" because you've had a year of drought.
A Religion is basically like looking out your window and describing Divinity as you see it. It is impossible for you to describe it in its entirety as you haven't seen it in its entirety.
As a result each religion is expressing the portion of Divinity that the people who created it could see.
Just because you see one thing doesn't mean that somebody else can't see a different aspect of Divinity and be just as correct as you are. Just like I see mud outside my window and you see a cracked river bed. We're both right. It's just that we're looking at something so big that we each see a different part of it.
Just because you don't see the same thing I do doesn't mean that I'm wrong. We can both be right if we're seeing different things.

2) My Religion is Old, so it must be Right!

Due to the fact that people have believed something for a Real Long Time™ it must be correct. This is quickly shot down with this:
From my quick search on Google, the oldest formal religion appears to be Hinduism. So if you're not a Hindu, you've already buzzed out.
The oldest informal religion was probably cavemen worshipping the sun and cowering from the angry storm gods. So, if you're not a Hindu and don't worship the sun and fear the storm gods, you've just buzzed out twice.
But even If you do happen to be a Hindu and worship the sun and fear the storm gods, it still doesn't mean you are right. Sorry. When it comes right down to it, this answer is really no more valid than any other when it comes to establishing a logical basis for your belief system.

3) My Religion is New, so it must be Right!

To the best of my knowledge, the newest religion is the one that I just made up worshipping The Great God Lardicus and the Gentle Goddess Dietima.
If you're not worshipping one or both of them, buzz yourself out on this one, too.

4) My Religion is New, but it is based on Ancient Knowledge, so it must be Right!

I have to admit that is my favorite one, as it gives you the best of both worlds. This is a common one with many of the New Age religions. Many of the "New Old" religions are only about 50 years old, but claim ancestry going back hundreds or thousands of years.
Ancient wisdom combined with modern insight - what could be better?
Unfortunately, if being Old doesn't make it Right, and being New doesn't make it right, being Old and New doesn't make it right either.

5) Lots of Other People Believe It Too, so it must be Right!

If everybody decided to go and jump off a bridge, would you do it too?
I'm sorry. My mother made me write that.
But I must grudgingly admit that she has a valid point. Lots of people were pretty darn sure the Earth was flat, yet even that power of belief was unable to squish our planet into a nice one-horizon pancake planet.

6) Hardly Anybody Knows About It, so it must be Right!

Many "secret societies" have a veil of this kind of thinking around them.
While it may be possible that they possess knowledge (or think that they do) that others don't have, it does not automatically give their beliefs any more credibility than any of the other reasons we've covered so far.

7) This Holy Book Says it is True, so it must be Right!

Welcome to the land of Circular Reasoning!
Here's how it usually works: "My Religion is Right!" "Why?" "Because my Holy Book says it is!" "Well, why should I believe your Holy Book is Right?" "Because my Religion says it is!"
You can not logically say "Here's my first premise, here's my second premise. My first premise is true because my second premise says it is. My second premise is true because my first premise says it is. Therefore, both premises are true and support each other!"
Unfortunately, this doesn't work when exposed to any form of logic or rationality. In order to provide "proof" there must be validation from outside of the condition being tested.

8) Divinity Said It Was True, so it must be Right!

This is almost identical to the last technique, but instead of a Holy Book saying it, some form of Divinity said it.
But who did they say it to? Was it someone you know is trustworthy? Are they alive?
Did you hear it? So it's at best second-hand knowledge (you personally know the person who Divinity spoke to), or most likely third-hand (usually more like 100-handed) knowledge.
Have you ever played the game of "Telephone"? People line up, and a message is whispered to the first person in the line, who whispers it to the second person, who whispers it to the third, and so on until the last person gets the message. They then say the message that they got and everybody laughs at how the simple message got completely mangled to the point of being unrecognizable.
Now, add to this process the following and shake, not stir: What century was it written in? What language was it in? How many translations has it gone through since then? How likely is it that there were words and phrases that did not translate literally, and the translator had to make an approximation across the languages? How many cultural differences go unstated that are not accounted for in translations? How many political or other agendas were able to influence the translations to sound more like the positions that they advocated?
As you can see, there are many issues that can take what could have been straight from Divinity and changed, confused or corrupted it on its way to the version you see today.
And we still haven't addressed the issues as to whether the person who originally said they heard it wrote it down correctly. Have you ever tried to write down what happened in a dream after you woke up? Have you ever had difficulty expressing a significant personal experience using nothing but words?
And then there is the most basic question of if they actually did receive a message from Divinity or not. Could they have just made it up? Were they trying to impress someone, become famous, influence people? Under the influence of a mind-altering substance? Suffered from a mental illness?
Do you know people who you trust who have told you important things that turned out not to be true?
Unless you personally experienced it, you have no unquestionable basis to believe it. And all of the other rules here also apply to why you should believe what someone else says is true.

9) Someone I trust told me it is True, so it must be Right!

Why do they believe it is True? Is their reason covered by one or more of the above explanations? If so, there is no rational reason to accept it as True based on those reasons.

10) Science agrees with me, so it must be Right!

Science is not always right. Periodically a new discovery is made that invalidates entire bodies of knowledge and creates new ones. Many scientific "facts" are discovered to be incorrect as new information is learned.
While this foundation provides the best rational platform for a system of beliefs, it does not "prove" it is right. There could always be a new scientific revelation that could end up proving it is wrong after all.
Additionally, there are lots of things that science admits that it still doesn't understand. Every so often, someone comes along and discovers a new aspect of how things work, and it can cause an explosion in new knowledge that builds upon this new foundation.
Nothing is absolute in science, despite the wishes of the scientists.
If you are a logic-based person, this is probably the only rationally valid reason to prefer one belief system over another. But remember that it is not absolute, and will not be a valid rationale for an emotionally-based person.

11) It Just Feels True for Me, so it must be Right!

If you are an emotionally-based person, this is probably the only valid reason to prefer one belief system over another. In your gut or your heart, it just feels right.
But remember that you based your beliefs based on your PERSONAL feelings. If another person chooses a different belief system based on THEIR OWN PERSONAL feelings, you can not logically discount their choice but assert that your own is Real when you both selected your beliefs based on the exact same criteria.
Therefore, religious choices chosen in this way can only be a PERSONAL choice for you and you alone, because only you can experience the emotional foundation of your beliefs.

In Conclusion...

I hope this helped to illustrate that there is no magic reason that anyone's belief system is right or wrong. It is, at best, a personal decision as to what criteria you use to find your spiritual path through life.
Most importantly, there is no way that you can make a logical case that your belief system is "more right" than anybody else's.
Therefore, please treat everyone with respect and courtesy when discussing your beliefs or theirs. If you try to find the core principles that guide most religions, you will find that they all share many similarities, and there is room in the world for all of them.

The Iron Code of Shadak

“Never violate a woman, nor harm a child. Do not lie, cheat or steal. These things are for lesser men. Protect the weak against the evil strong. And never allow thoughts of gain to lead you into the pursuit of evil. Never back away from an enemy. Either fight or surrender. It is not enough to say I will not be evil. Evil must be fought wherever it is found.”

-The Iron Code of Shadak


I love the uncompromising quality of that code, the assumption is not that all fights will be won, but that no fights will be shirked.

However, author David Gemmell is not soft on Druss, he admits that the courage of a father that backs down from a fight to protect his family may well be greater than the man that allows his ego to lead him into confrontation. So the code provides a moral compass for a character that admits it is not the only way to live - in Druss' terms he would simply see one rule for himself and another for others with different needs.

GLS - My two cents

The official ending date for MS' support of Freelancer is April 8th , 2008
To spite this .. MS is not willing to discuss bringing the GLS back on line.

The long term future of Freelancer is now truly in the hands of the
playing , modding and server operator community.

No matter what you may think of everyone else that you know or have met
during your own personal experience with the Freelancer game,
now is the time to put all of that aside and join the effort to keep
our global community together.

Join The Lancers Reactor.
Read The Lancers Reactor.
Tell Everyone that plays Freelancer to tell Everyone Else that plays Freelancer.

The access to Freelancer Servers for the community is easy.
Connection workarounds and server IP lists are available.
More tools are being developed on the fast track.

The chances of New Players discovering the game is the Real Issue here.
The more people involved at TLR >>> the more Hits on the site >>>>
The more Hits >>> The more prominent the site will remain on the Web >>>>
The more people who can find TLR >>> The longer our Game Life.

Thank you in advance for your involvement.
See you on The Lancers Reactor

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Is it theoretically possible that lancers reactor can make a server with the same IP of the global server, once it shuts down? And then run either the same or similiar global server software, so that it will never truly go down?


You've hit the nail on the head. For your average casual player, not addicts like us, this transition has to be smooth and invisible. Here's the section of freelancer.ini that tells FL where to look for the Global:

[ListServer]
;;;hostname = localhost ; Your local machine
;;;hostname = FLListServer2.dns.corp.microsoft.com ; GUN server in Austin
;;;hostname = 131.107.135.190 ; GUN server in Redmond
hostname = fllistserver.zone.msn.com ; GUN server in Redmond (DNS entry)
port = 2300


See? fllistserver.zone.msn.com is the default location out-of-the-box FL looks for. It can be changed obviously, but any change will leave the casual player behind.

Unless the FL community can get M$ to give the domain name fllistserver.zone.msn.com to a community-run body, like TLR.... OR automatically forward all traffic going to/from fllistserver.zone.msn.com to a community owned listserver, no solution will be 100% effective. Oh, and they need to give or license them the software to run Global.


Currently The Lancers Reactor and Cryosphere (Global Player Rankings) are negotiating with Microsoft.
Lets wish them the best of luck.

Steamed over Steam

Good for a laugh

http://homestarrunner.com/systemisdown.html
http://homestarrunner.com/404
http://www.badabum.de/

These are always good for a laugh, especially the last one. It reminds me of the good ol' days at TLR.

ICQ supplants Google ...Help

Ohrr wrote:
When I downloaded ICQ on my computer, it changed my search engine. I want Google back and am unable to do this. Can anyone help? Thanks in advance for any help.


Yeah, Ive had the same problem. Try this.

Go to about:config
Enter "keyword.url"
Right-click on keyword.url and select "Reset".

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Decided to repost this here in case any others had this problem.

SAAB: Who is T. C. McQueen?

We get a glimpse of McQueen's personal space, his quarters an eclectic mix of war and peace, humor and Americana, Japanese art and books. The Bonsai and the calligraphy tell us he is patient and disciplined, willing to wait and to work for results.

Why does McQueen display the Purple Heart on his wall? We know he has many other decorations, even other Purple Hearts. What is so special about this one? Did he earn it for the injuries he suffered at the hands of the Silicates when they were "doin' stuff" to him? Could they have left him unable to father children? Is this what makes it significant for him? Or could it have been received for his final flight with the Angry Angels, for the wounds which we now know are the ones that grounded him permanently?

McQueen would be just contrary enough to place a reminder of either of these events where he must look at it daily. It might evoke memories of what he's lost, or it could serve as a reminder that he's still alive, still a soldier, still useful.

We now know that McQueen was once married, but is no longer because his wife was unable to stand up to the prejudice and racism directed at him by others. He has continued to keep her picture on his desk, and when questioned about it by Winslow, admits that his life with her is on his mind "a lot". It's telling, however, that the woman herself is only on his mind "a bit", and we wonder if it was the idea of having a family, someone to belong to that he misses the most. The legal tie of marriage is as close as McQueen has ever come to a real family relationship.

The wedding picture is no longer in evidence when next we see McQueen's quarters as he prepares to do battle with the alien Red Baron. Could this be symbolic of a milestone of sorts in McQueen's development? Have recent events brought him to a turning point? Is he now ready to move on with his life and leave behind the painful reminders of his past?

We've watched McQueen fight a battle with himself over his feelings for the kids in his squadron. Over time he has admitted that he loves them, he has tried to parent them in many ways and become close to them as he may never have been to anyone else. Now, suddenly, he realizes that they all have families, homes and friends to return to while he will remain out "here" waiting for the next war.

No wonder he reacts with anger - it is his natural defense for things that hurt him. He may now understand what a hole they will leave in his life, in his heart, when the war is over and they move on with their lives. It is interesting that Hawkes and Vansen are not part of McQueen's tirade. Of course, Hawkes is an In-Vitro like McQueen, and Vansen appears to be more of a "lifer," seeming less attached to her life back on Earth.

Might an In-Vitro, raised with no real knowledge on an emotional level of the boundaries that you need, especially in a command situation, inadvertently draw too close to someone without being aware of the ramifications? With one hand he draws them near, and with the other he pushes them away.

The A.I.'s have taken from him; the Chigs have taken from him. A lesser man might have just given up, but McQueen's indomitable spirit allows him to adjust, to alter course and find other ways to be useful. He's not afraid to challenge his superiors, to push and push harder when there is something he believes in. Yet McQueen never uses his formidable skills for personal gain; it's always to increase his knowledge, aid the war effort or save the lives of his people. It's as though he considers himself a tool, and this is his purpose, why he's here, what he's good for.

McQueen is a remarkably unselfish man, almost as if there is no true "self", only the greater good. Was this part of his initial programming as an In-Vitro? Yet it almost appears that his obsession with the alien fighter blinded him to the fact that he could have endangered the lives of the 58th Squadron if he'd flown the mission with them. In the larger sense, however, maybe the mission was the "greater good", overshadowing the needs of the individuals.

In "Hostile Visit" we saw McQueen drive his squad relentlessly, so obsessed was he with learning the secrets of the captured Chig vessel. Here, though his fixation compels him to push himself, to the point that he forgets or overlooks the others, and even his own disabling condition.

We know McQueen is capable of being completely ruthless when he feels it's justified. His treatment of the A.I. prisoner, Elroy-L, could be considered shocking until we understand that McQueen does not think of the Silicate as human, or even actually alive in any real sense of the word. He knows that others have granted the A.I.'s rights, but he refuses to recognize them. He's clever enough, however, to make sure he's alone when he steps over the line. It's interesting to note that although those regulations officially exist, McQueen apparently received no reprimands or disciplinary action with regard to the incident.

Up until now McQueen's life has largely been about "What am I" - an indentured slave, a soldier created to fight in the A.I. Wars, an attack jet pilot commissioned to defend his world. Now perhaps, because of his personal relationships and his developing emotions, he is becoming more self-aware; now the question is changing . . . evolving into "Who am I?"

If McQueen has been asking himself this question, then the alien pilot brings the issue to a head for him. He begins to question his whole existence, to examine his life and those in it. If he becomes aware enough to realize that he may have been created to serve, then perhaps he finally understands he has a right to be angry about it. Maybe he has discovered he's a person, and that he is entitled to a life of his own, on his own terms.

Who is Chiggy Von Richtofen (he)? Could he be asking who the alien pilot really was? Might he have been someone not unlike McQueen himself?

Who was Kelly Winslow (she)? McQueen wonders about her, and although she may have made a clumsy pass at him, she cared enough to make amends. Given her seemingly self-centered nature and tendency to whine, he may question what prompted her concern. As a man, he had to have been just a little flattered by her attention, although it could never have gone anywhere. He found himself sharing intimate details of his private life with this woman, and it's probably reasonable to assume this is unusual for McQueen.

Winslow was a beautiful young woman and McQueen is a man who has, by choice, isolated himself from others. Given the look they shared as she left his quarters, might McQueen have been human enough to wonder just a bit about where her interest might have led?

McQueen is a hero in the best sense of the word - strong, brave and determined. He's a man of honor and principle, a man who wants to matter, to count for something. He is a man without family, without a home and with no one and no place to call his own. He's been a man with an identity crisis, asking himself over and over, who he is, and why he is, and now at least he has a partial answer - he's the man who destroyed Chiggy Von Richtofen.

In the end, it wasn't brilliant military strategy, or a technologically advanced super weapon that saved humanity from a terrible alien threat. Rather, it was one lone warrior, armed only with his courage and steadfast belief that at this particular time, and in this particular place, he had to face his "defining moment."