10/21/2014

Nature of MMO War - 5

"War is, therefore, not only a true chameleon, because it changes its nature in some degree in each particular case, but it is also, as a whole, in relation to the predominant tendencies which are in it, a wonderful trinity, composed of the original violence of its elements, hatred and animosity, which may be looked upon as blind instinct; of the play of probabilities and chance, which make it a free activity of the soul; and of the subordinate nature of a political instrument, by which it belongs purely to the reason.

The first of these three phases concerns more the people; the second more the general and his army; the third more the Government. The passions which break forth in war must already have a latent existence in the peoples. The range which the display of courage and talents shall get in the realm of probabilities and of chance depends on the particular characteristics of the general and his army; but the political objects belong to the Government alone.

These three tendencies, which appear like so many different lawgivers, are deeply rooted in the nature of the subject, and at the same time variable in degree. A theory which would leave any one of them out of account, or set up any arbitrary relation between them, would immediately become involved in such a contradiction with the reality, that it might be regarded as destroyed at once by that alone.

The problem is, therefore, that theory shall keep itself poised in a manner between these three tendencies, as between three points of attraction."


MMO players and leaders need to understand that within their chosen MMO, the conflict that arises through the game design is different every day, every hour, and every moment. While objectives may be static (e.g., obtain control of fixed points), how those objectives are obtained will change as players become smarter, developers change classes, skills, and code within the game.

Hitting upon the first two phases, leaders must inspire the passion within those they lead, which in turn encourages heightened display of ability. The interaction between leaders and general players is of the utmost importance to harmony when engaging the enemy. Because players will naturally gravitate towards guilds and clans that have goals which align with their own personal wishes and desires for their play time, it is important for leaders to recognized the goals of the individual in their development of goals and objectives for the guild, which will then be a part of the overall strategy in the game.

In the case of government, a guild's leadership and how it interacts with the greater game community is also of vital importance to the guild's success or failure within the game. Guild's that bring about a negative community are made pariahs (and their notoriety will stay with them across many games) while a guild who is a positive influence in the game will lead to long-standing success.

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