Politics from cyberspace: Welcome to the world of Eve

The virtual worlds of video games hold lessons for the real one. We could learn a lot about how to organise our politics by studying the best video games grounded in democracy, writes Simon Parkin.

The arrival of the internet brought with it unprecedented means of human connection, and the most extraordinary of all of these can be found within the worlds of online games. Here, in simulated landscapes, people meet to quest, hunt or simply be together. Known as “massively multiplayer online games”, these virtual worlds live on after a player shuts down the computer and churn away awaiting his or her return. At the height of its popularity, in 2010, one such title, World of Warcraft, had more than 12 million “inhabitants”, whose monthly subscription fees earned its creators more than $5m a day.

Eve Online is a smaller virtual state, home to roughly half a million people, who log on to barter, fight and collaborate with one another daily. What it lacks in population, it makes up for in complexity and texture. This is a science-fiction video game of unprecedented scale and ambition – a cosmos composed of more than 7,500 interconnected star and wormhole systems – that has grown into a huge and fascinating social experiment since its launch in 2003.

As in life, one’s initial experience of Eve is dictated largely by the circumstances of one’s home. Space is divided three ways. “High security” is, contrary to the term’s associations, the ideal place for space cadets. It is heavily policed, so it is here that fresh recruits will find sanctuary from the pirates who roam “low security”, a more perilous patch of cosmos where newcomers’ spaceships are routinely captured and sold. “Zero space”, the third territory, is the galactic Wild West. Anything goes here, among the buckshot nether stars; players may join forces, build empires and fight rival factions to stake their claim to entire solar systems and the precious resources they contain.

High-security dwellers can keep a low profile as they eke out an honest living as a miner or trader, earning money with which to improve their virtual ship or dwelling. The zero-spacers, by contrast, throw themselves into a world of intrigue, engaging in dynamic, player-led plot lines, conspiracies and intergalactic heists. In one notorious incident a few years ago, members of a mercenary group worked for 12 months to infiltrate a powerful in-game corporation, taking on jobs within its structure and in gratiating themselves with its staff. Then, in one orchestrated attack, the group seized the company’s assets, ambushed its female chief executive, blew up her ship and delivered her frozen corpse to the client who had paid for the assassination. Not only was this an act of astounding co-ordination but it had realworld value, too: the virtual assets seized were worth tens of thousands of dollars.

Few other video games allow for the full unpredictability of human interaction in this way. For this reason, Eve’s population is diverse and enthusiastic. However, for its developer, the Icelandic CCP Games, this presents a problem. How do you build the galaxy in a way that keeps everyone happy – from the day-tripping explorer to the moneygrubbing space pirate? Its solution is the Council of Stellar Management (CSM), a democratically elected body of players whose job it is to represent the interests of the game’s population to its creators.

Each year scores of would-be player-politicians stand for the CSM. Just 14 of them are elected. Every six months CCP flies the successful candidates to its headquarters in Reykjavik for three days of intensive debate.

During that time the council meets CCP’s inhouse economist, Eyjólfur Guðmundsson, and hears about new features planned for the Eve galaxy. If they want, they can contest these proposals in the interests of their electorate. Minutes of each meeting are kept and made public afterwards, so there is full transparency over whether a councillor is making good on campaign promises.

“Council members can have very different ambitions and concerns, depending on which part of space they hail from,” explains Ned Coker, CCP’s senior PR officer. “You may have someone who lives in the galaxy’s outer reaches, who will have a very different viewpoint to those that live in a more centralised area.” Likewise, would-be councillors often campaign on specific issues with the promise that, should they be elected, they will promote the interests of those who voted for them.

The run-up to the annual election reflects the way that political parties work in real life. “Candidates come with their own platforms, create propaganda and do a lot of mustering, both in the game and outside it,” Coker says. This year Dave Whitelaw, an oil-rig worker from Thurso on the far north coast of Scotland who makes an Eve online podcast called Crossing Zebras, attempted to interview every candidate in the final ballot for it.

“Candidates fall into three categories,” he says. “There are those who stand on a single issue. Then others who champion a specific play style such as piracy or industry, or who represent a large group of alliances. Finally, there are those who would act purely as a communication membrane between CCP and the players.” As in politics, lesser-known candidates must put more hours into campaigning than more prominent ones.

In May, after months of canvassing, both inside the game and across social media, the line-up of the eighth CSM was announced. It was the fifth time that Robert Woodhead, a 54-year-old from North Carolina in the United States, had been elected. These days Woodhead campaigns on his track record, although that doesn’t preclude doing grassroots leafleting. Last year he harvested thousands of player names from the game’s web forums and sent emails to all, encouraging them to vote when the polls opened.

“I view the elections as good, clean political fun, even a part of the actual game experience,” he says. “You are being elected to be an advocate, not a legislator.” That advocacy, he feels, is remarkably effective. “I have watched the CSM evolve into a very useful tool for influencing the company,” he says. “More and more people at CCP have come to realise that our feedback and advice is tremendously valuable and that we do help shape the game.”

CCP is a business not a nation and, as such, has the final say when it comes to choosing whether or not to act on the CSM’s lobbying. But the council is a microcosm of the game’s populace, in which members hold significant sway. Ignoring their petitions could damage the business.

In 2011 CCP held an emergency meeting with the CSM following in-game riots, which resulted from the developer deciding to take a more aggressive approach to virtual selling. Disgruntled players believed that the introduction of micro-transactions – which allowed players to purchase virtual clothing, accessories and mementos for real money (including a $70 monocle) – was evidence that the game was moving in an unwelcome direction. “The riots happened because CCP prioritised its vision over the needs of customers,” Woodhead explains. “They lost sight of the fundamental reason for Eve’s success – the depth and complexity of the social relationships that it spawns.”

The emergency summit demonstrated CCP’s commitment to listening to the players and showed that the CSM wields power in representing the views of the game’s population. “Some people think the CSM is a PR stunt,” Coker says. “There will always be conspiracy theorists. They think we fly them over here, get them drunk and tell them what to say. But that incident showed the system works. Players not only felt like the CSM was working hard for them – after all, they all put their real jobs and lives on hold for a week – but also they held us to task.”

Even though the CSM is more of a lobbying group than a governing body, it is not immune to corruption. Councillors are privy to forthcoming changes in the game and some members have used this information to their advantage. In 2009 one councillor, Adam Ridgway, bought items worth thousands of dollars to stockpile ahead of a design change to the game that would vastly increase their value. As these virtual items carry significant worth in the real world, CCP closely monitors the actions both of CSM members and of its own staff. It even has an internal affairs department that follows players to ensure they are not using insider information for personal gain. Ridgway stepped down from his position on the CSM following his indiscretion.

More and more sociologists and economists are studying Eve Online, viewing it as a microcosm of the social forces that drive our reality. Its populace, when set against Britain’s increasingly disaffected electorate, is energised and politically engaged. There is a belief that the CSM can have a meaningful effect on the game’s world and that it is therefore important for players to elect the right candidates to represent their interests.

In this virtual world, players can express dissatisfaction with ineffectual council members more easily. “There have been people on council whose inaction has magnified calls for them to be unseated,” says Coker. “And we have the bounty system as a final recourse.” This allows disgruntled players to place a price on a CSM member’s head. “It’s a very effective way to make your political disaffection known,” he says. If ever there are plans to apply lessons learned from studying Eve to the British political system, perhaps we should start with bounties.

Simon Parkin writes on gaming for the Guardian and the New Yorker

The elect: an Eve player and her alter ego. Photograph: Bara Kristindottir/The New York Times/redux/Eyevine.

This article first appeared in the 09 September 2013 issue of the New Statesman, Britain alone

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How power shifted dramatically in this week’s Game of Thrones

The best-laid plans of Mothers and men often go awry.

Last week’s Game of Thrones was absolutely full of maps. It had more maps than a Paper Towns/Moonrise Kingdom crossover. More maps than an Ordnance Survey walking tour of a cartographer’s convention. More maps than your average week on CityMetric.

So imagine the cheers of delight when this week’s episode, “Stormborn”, opened with – yes, a map! Enter Daenerys, casting her eyes over her carved table map (Ikea’s Västeross range, I believe), deciding whether to take King’s Landing and the iron throne from Cersei or a different path. After some sassy debates with Varys over loyalty, more members of her court enter to point angrily at different grooves in the table as Dany and Tyrion move their minature armies around the board.

In fact, this whole episode had a sense of model parts slotting pleasingly into place. Melisandre finally moved down the board from Winterfell to Dragonstone to initiate the series’ most inevitable meeting, between The King of the North and the Mother of Dragons. Jon is hot on her heels. Arya crossed paths with old friends Hot Pie and Nymeria, and the right word spoken at the right time saw her readjust her course to at last head home to the North. Tyrion seamlessly anticipated a move from Cersei and changed Dany’s tack accordingly. There was less exposition than last week, but the episode was starting to feel like an elegant opening to a long game of chess.

All this made the episode’s action-filled denouement all the more shocking. As Yara, Theon and Ellaria dutifully took their place in Dany’s carefully mapped out plans, they were ambushed by their mad uncle Euron (a character increasingly resembling Blackbeard-as-played-by-Jared-Leto). We should have known: just minutes before, Yara and Ellaria started to get it on, and as TV law dictates, things can never end well for lesbians. As the Sand Snakes were mown down one by one, Euron captured Yara and dared poor Theon to try to save her. As Theon stared at Yara’s desperate face and tried to build up the courage to save her, we saw the old ghost of Reek quiver across his face, and he threw himself overboard. It’s an interesting decision from a show that has recently so enjoyed showing its most abused characters (particularly women) delight in showy, violent acts of revenge. Theon reminds us that the sad reality of trauma is that it can make people behave in ways that are not brave, or redemptive, or even kind.

So Euron’s surprise attack on the rest of the Greyjoy fleet essentially knocked all the pieces off the board, to remind us that the best-laid plans of Mothers and men often go awry. Even when you’ve laid them on a map.

But now for the real question. Who WAS the baddest bitch of this week’s Game of Thrones?

Bad bitch points are awarded as follows:

  • Varys delivering an extremely sassy speech about serving the people. +19.
  • Missandei correcting Dany’s High Valerian was Extremely Bold, and I, for one, applaud her. +7.
  • The prophecy that hinges on a gender-based misinterpretation of the word “man” or “prince” has been old since Macbeth, but we will give Dany, like, two points for her “I am not a prince” chat purely out of feminist obligation. +2.
  • Cersei having to resort to racist rhetoric to try and persuade her own soldiers to fight for her. This is a weak look, Cersei. -13.
  • Samwell just casually chatting back to his Maester on ancient medicine even though he’s been there for like, a week, and has read a total of one (1) book on greyscale. +5. He seems pretty wrong, but we’re giving points for sheer audacity.
  • Cersei thinking she can destroy Dany’s dragon army with one (1) big crossbow. -15. Harold, they’re dragons.
  • “I’ve known a great many clever men. I’ve outlived them all. You know why? I ignored them.” Olenna is the queen of my LIFE. +71 for this one (1) comment.
  • Grey Worm taking a risk and being (literally) naked around someone he loves. +33. He’s cool with rabid dogs, dizzying heights and tumultuous oceans, but clearly this was really scary for him. It’s important and good to be vulnerable!! All the pats on the back for Grey Worm. He really did that.
  • Sam just fully going for it and chopping off all of Jorah’s skin (even though he literally… just read a book that said dragonglass can cure greyscale??). +14. What is this bold motherfucker doing.
  • Jorah letting him. +11.
  • “You’ve been making pies?” “One or two.” Blatant fan service from psycho killer Arya, but I fully loved it. +25.
  • Jon making Sansa temporary Queen in the North. +7.
  • Sansa – queen of my heart and now Queen in the North!!! +17.
  • Jon choking Littlefinger for perving over Sansa. +19. This would just be weird and patriarchal, but Littlefinger is an unholy cunt and Sansa has been horrifically abused by 60 per cent of the men who have ever touched her.
  • Nymeria staring down the woman who once possessed her in a delicious reversal of fortune. +13. Yes, she’s a wolf but she did not consent to being owned by a strangely aggressive child.
  • Euron had a big win. So, regrettably, +10.

​That means this week’s bad bitch is Olenna Tyrell, because who even comes close? This week’s loser is Cersei. But, as always, with the caveat that when Cersei is really losing – she strikes hard. Plus, Qyburn’s comment about the dragon skeletons under King’s Landing, “Curious that King Robert did not have them destroyed”, coupled with his previous penchant for re-animated dead bodies, makes me nervous, and worry that – in light of Cersei’s lack of heir – we’re moving towards a Cersei-Qyburn-White Walkers alliance. So do watch out.

Anna Leszkiewicz is a pop culture writer at the New Statesman.