
Freedom. Economics. The two are interconnected on a basic level. Neither can exist while the other languishes.
This is the basic philosophy of libertarianism or "classical liberalism," as some put it. Supporters of the Libertarian Party and its relations vary in their interpretation of this philosophy. Some - in fact, from what I have seen, a good many - wish for total absence of government in the field of the economy. That seems to me to be fallacy.
While the government should not have a strong hand in the economic affairs of its citizens, it should not have no hand at all. Inevitably the government will make mistakes, but that is the nature of human things - we make mistakes, and nothing can change that. The government's hand in the economy is necessary to protect against other human mistakes. While the wisdom of the majority is questionable at times, the process necessary to alter a machine on the scale of the federal government is slow. This allows for "testing periods" that might otherwise be rendered too short by an overzealous legislative process, as is the case in a direct democracy. The rule of the economy by large financial entities - such as corporations - can thus be tempered in its fickle nature by the relatively stable hand of the government.
By the same token, though, we must be watchful that the government does not take too large an interest in the affairs of business. It is far too easy for large tariffs, taxes, or bureaucratical procedures to stifle innovation or competition which might otherwise be beneficial to the health of our nation's economy.
When pressed for a vote on a particular example of this clash of liberty versus economy, one must always, without fail, closely examine as many of the major consequences as is feasible before making a determination. Voting on party lines or by rhetoric alone - be it libertarian, neoconservative, or liberal - is to invite disaster on an epic scale. Such, I fear, is the case with our current financial situation in the United States. I imagine that the collapse of the subprime market, the increase in the price of gasoline and its attendant effects, and the subsequent slowing of the American economy can be traced to poor decisions in the balancing act of liberty and economy.
Sometimes, the liberty of business needs to take a back seat to governmental interference in the machine - and sometimes, the reverse is true.
Monday, November 26, 2007
Liberty vs. Economy: How far can we go?
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Ben O.
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9:05 AM
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Monday, November 19, 2007
Second Life, MMORPGs, and Conversation
So, I reactivated my old Second Life account to do some building work for my dad at Baker College. He's started a virtual space for Baker College in Second Life called Baker Island. It's apparently a research exercise in the vein of human-computer interaction, and I've been tasked with building a café for all the virtually-hungry students that come calling.
As I wandered around Second Life's many shops and freebie areas looking for resources to help build the café, I noticed an overwhelming number of people running around....but not talking. There was very little chatter in the public chat, and little chatter in the rather large groups I belong to. So, while there is a large number of users in these shopping areas - ostensibly the most populous regions in Second Life - there was almost no social interaction.
Compare this to World of Warcraft, the largest Western MMORPG in terms of paying subscribers. Everywhere you go, there is inevitably a dirth of conversation. People form groups, raids, and arena teams...not to mention guilds. There is a constant loud presence in larger areas like Orgrimmar and the Crossroads.
So why does Second Life have so little person-to-person interaction, while World of Warcraft (and other MMORPGs) has so much?
I've noticed in my many gaming adventures online that the more of a sandbox a virtual world or game is, the less chatter there is. The more there is to do, the more likely it seems that people want to concentrate on doing things rather than talking. EVE: Online is an unusual example - plenty of conversation, but a sandbox environment. This one can be rationalized by pointing out that in EVE there are a large number of activities that are heavy on downtime - travel, for instance. Plenty of time to do nothing but wait and, if there are others around waiting, talk.
On the other side of things, games like Team Fortress 2 that are filled with highly attention-intensive activities prevent chatter by engaging players constantly. While the number of possible activities doesn't match, say, Second Life, the sheer percentage of the players' brains that must be devoted to normal game activities tends to outweigh the conversational side.
So, really, could you say that the amount of chatting going on is directly proportional to the boredom factor of the game? It's possible. It's very possible.
Developers would do well to take note of this fact when designing online games.
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Ben O.
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10:45 AM
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Labels: video games