Why discussing governments is so hard... (1/2)
Neualtenburg is a symbol for controversy among pre-conceived ideas. My guess is, it will always be like that. Let me explain why.
First, there is no way any explanation can be isolated from context. Neualtenburg has both a historical and a social context.
Some months ago, Robin Linden thought it would be a nice idea to propose the residents to set up an experiment of self-government. At the time, I thought there were two ideas behind it:
1) Getting good PR for LL. Notice that LL doesn't want exponential growth (they wouldn't be able to handle it). They want sustained growth, by word-of-mouth, and by attracting the "correctly-minded" individuals to LL: creative people with an education.
2) Helping out LL in getting our "world" organized. There are thousands of ways to do this. Robin's unfortunate idea was to ask the residents what they did think about ONE of those ideas.
The snowball effect became a glacier - put "self-government" in a phrase in the forums, and it'll ignite like a torch in a dry corn field. LL understood the lesson quickly: take care of the kind of questions you ask if you don't know how your market (ie. us!) thinks.
(The conclusion of that episode was simple: Robin pulled LL away from the discussion, and LL set up Live Help instead. This time, they made sure
not to ask the community what they thought about that!)
It's easy to see "how we think", or, rather, "how the large majority thinks". Put up a polling system anywhere in SL, make sure all 17,000 residents give their opinion, and the results, unsurprisingly, will be:
- An overwhelming majority (> 95%) of the highly creative people here will consider themselves anarchists/libertarians (even if they never really thought of being "labeled" that way).
- A vast group (certainly above 60%) are paranoid about their own governments (or governments in general).
- A very large group (harder to estimate) does not "trust" a fellow resident with any kind of "authority" (ie. if they have a choice to create a group to do something, or do it by themselves, they will prefer to do it alone).
- Another overwhelming majority (again, my estimates show > 95%) believe that SL is an Utopia where they can be whatever they want to be, without any intereference, and, more important than that, this should not change ever.
- Despite some griefers, certainly more than 60% of the people agree that the "divine Lindens" manage Utopia pretty well most of the time.
- Utopia is supposedly defined as "a place where no one has power over anyone else".
This "overall image" is certainly not a characteristic of SL itself, but curiously enough, it's more frequent on groups of highly creative and intelligent people, more in the US than elsewhere, but certainly present throughout most of the western countries.
It unfortunately leads to some misconceptions...
1) The problem with anarchist/libertarian views centers on the concept of "freedom of speech" (or "freedom of expression"

. According to true anarchism/libertarianism, there should be absolutely no limitation on "freedom of speech" (ie. this term is accepted with an absolute, or intrinsic, value).
This means that things like suing for libels or slander does not make any sense under the concept of "freedom of speech"; also, any kind of attempt of limitation on freedom of speech is certainly an abuse of that power.
In reality, there are no anarchist/libertarian societies working, so we cannot have an example of "absolute freedom of speech". What we have instead - and all countries abiding by the
UN Declaration on Human Rights (1948) will have that as one of the pillars of their own constitutions - is a
different declaration of "freedom of speech/expression", which will work for democratic systems. It states that the right of exercizing your freedom of speech cannot be interpreted to allow abuse, in any way, to destroy the rules of the system.
A simple consequence is that you cannot abuse your right of freedom of speech to harass other people verbally, for instance. Or you cannot use that same right to destroy the system that allows you to express your freedom of speech. Another example, you cannot create a party/faction/association whose only purpose is to replace a country's constitution to
disallow freedom of speech.
But it goes further than that. If you have a set system of rules (let's call it a "constitution", but it also could be a "charter" for an organization, or "the internal rules" of a company), and allow them "freedom of speech", this does
not mean you can now abuse this right to systematically "pull down" that system of rules.
This concept of "relative freedom of speech", or "limited freedom of speech", is hard to grasp to anyone of an anarchistic/libertarian persuasion - for them, there can only be "absolute freedom of speech" and everything else is just "playing with words and concepts".
I'm afraid to report that both the UN as well as hundreds of countries will not agree with that. I certainly agree that the expression "freedom of speech" tends to create an idealized, utopian image of what we "would like it to be". But it is not that way.
2) Paranoia and a general distrust of all types of "government" or, more correctly, "power abuse", tends to make residents of SL believe that they are in an Utopia, where these things "simply do not happen", and this is one of the major reasons why they have joined SL and stay here. Any change to Utopia is, necessarily, a Bad Thing (even if some are prepared to accept that change is necessary - they simply will leave Utopia if change comes). Actually, Utopia is really about not existing change any more (there are no "changing utopias"

.
Thus, things like a gallopant capitalism in SL are "tolerated" since it's just the exercize of a freedom of will and expression. People may like or not like it, but they accept it, since it's a part of Utopia as well.
In reality, Second LifeĀ® is
not an anarchistic/libertarian Utopia, since the Lindens are the Benevolent Dictators (or demi-gods, since they are all-powerful) who "rule the world". This is a very interesting concept, and I was very surprised to read about some polls telling that a large majority of the western population, given the choice between the current democratic establishments, and a government by a benelovent, mild dictatorship, would gladly embrace the latter. Democracy - the alleged rule by the people - is viewed as just a vehicle for power-hungry politicians to impose their own will upon others. By contrast, a benevolent dictatorship will leave people free to do whatever they choose, as long as everybody is happy - if the people is happy, the dictator is happy as well (contrast this to totalitarian dictatorship, of course - a benevolent dictator knows that abusing his/her power will get people angry. He/she will always use his/her power only as a mediator).
Our own in-world philosophers and theorists have a good argument in favour of the benevolent dictatorship. LL is a company, so they earn more money if everybody is happy, meaning that all their decisions will be towards making people happy. Power is only employed when someone is not happy, or making others unhappy. Any change in this type of "arrangement" will necessarily give rise to a discontented mob that will leave SL - thus making LL suffer. LL provides the adequate "balance" to make sure that the discontented residents are a smallish group, leave SL quietly, and do not interfere with other peoples' happiness. This argument can be extended to the ultimate question: "If LL did not exist, and we had to manage the sims by ourselves, would you still be part of the SL community?" Most people (even if they dislike Lindens in general) would reply "no!" to that.
Also, most - if not all - people have had bad experiences in self-ruling communities. At least in the threads I follow, I seem to be the sole exception. I have had
EXCELLENT examples in virtual communities. Things like Linux or Apache wouldn't ever see the light of the day without self-organization. And they are just the top of the cream. Even in highly structured online games - where every advantage or bug is exploited to rank higher in the game - I have seen lots and lots of examples of communities coming together and organize themselves. Sure, there have been setbacks. Sure, in some of those cases, people actually
rebelled together to "overthrow" virtual governments (curiously enough, this also meant that they have "organized" themselves first!). My point is, the detractors of "organization" have long lists of bad examples to give, and this is the reason for them to put an emphasis on "anarchy". I, for myself, also have long lists of good examples (all the open source projects, to start with...), and that's my own reason to put in a good word for "organization".
Another reason for "anarchy" vs. "organization" has to do with the social structure of SL. We could divide the residents into two broad groups - "creators" and "consumers". While there are exceptions at both extremes, it's interesting to point out that the large majority of "creators" are "creative hermits" - ie. they don't socialize and don't want to socialize at all, for them, SL is a creative platform, let others have fun "socializing" if they wish. The
ratings' thread is a good point to see the arguments against any system that emphasizes "organization" and "socialization" over "lone creativity".
So, any kind of "organization project" is viewed as a "threat" to Utopia! Especially if they are presented as "medium-to-long term projects". Ganging a group of people together to put up a themed sim is never a "threat" - it's something short-lived - and the group "falls apart" after the themed sim is operational, and it's time for the next project. This means that there really aren't "power struggles", but smallish groups of 10-20 people working creatively together for a while, for the sole purpose of setting up some stuff. And then they peacefully disband, each to his/her own hermit hole.
In reality, what people tend to forget is that all dictatorships - benevolent or not - have an aristocracy, and it's the will of the artistocracy that prevails upon the others. The aristocracy, in SL, are the very large land owners (nor necessarily the "land barons"

and the top creative designers. If they leave, LL suffers - as in RL, 80% of the power is concentrated in about 20% of the people (and I would imagine that in SL it's much more like 99%:1%!). So, they have LL's ears. Again, they oppose any type of self-government: this would allow the "common resident" to have a saying in affairs that are better dealt directly between them and the Lindens directly.
This means that, unlike an "open" democracy, where you know "who is in power" and you can blame them for all that's wrong, a "closed" benevolent dictatorship has a "group in power" which no one knows how it works or how it exerts its power. They do it... in secret.

How strange that people trust so much in "them"!
You see, my own view is very simple. By understanding that LL has all to lose if everyone is unhappy, and thus rules very well, we need to extend that to the aristocracy as well. If
they are unhappy, this means that more than 80% of the world falls apart (and if I was bolder, I would even say 99%...). The reverse is also true, what is good for the aristocracy, is good for LL, and thus good for SL. So this also means that the aristocracy "rules" in a very benevolent way. The more attention they will capture, the worse it is, if they're pointed out in a crowd (ie. the forums!). Best be silent

Now here comes Neualtenburg.
Technically, Neualtenburg is just a themed sim, nothing more. The Lindens gave an incentive to people wanting to preserve the snow sims. Ulrika & friends stepped in and made a proposal, which was accepted. However, instead of the usual approach of "ganging a group of creative people together", Neualtenburg used the infamous words: "government, self-rule, organization", and Neualtenburg becoming "more" than a pretty place with cool textures. It would become a self-sustained community, creating its own rules. The group felt that the building & scripting part would be the "easier" part - almost all of Neualtenburg is "in place" right now (sure, there are a few spots that need to be done, and there is always need of further building/scripting to finish it all). But that was just step one.
Step two is "where the fun begins" - "the hard part" - making the City of Neualtenburg a reference, where people come to visit and share the fun. Pretty buildings and cool scripts are not enough for that, there has to be
an ongoing incentive for people to visit and expand on the original ideas. However, since most of us in SL will have our own projects, and our own SL schedule to "fit in" for this or that, meaning that it's not always easy to keep "supporting" a project once it's "started". That's why so many themed sims rely on scripting instead - look at SimHorror, Spitoonie or Neverland, where you theoretically don't need any people around. Once the themed sim is developed, you can simply "move on" towards The Next Big Thing.
Things like SimCast or Dark Life - or, of course, Neualtenburg - need an "ongoing development team" to make them interesting. Look at the wonderful Nexus Prime cyberpunk city in Gibson. Empty of people, empty of animation, after a while, you have seen it once, what's the point in returning there? "Nothing goes on" - since the developers moved to other, more ambitious projects. And the city goes to sleep afterwards...
To have an "ongoing effort" of people motivated to do city animation (this does not necessarily mean new events, but figuring out new ways of improving the city, redesigning old structures, expand the ones that are a success or get rid of the ones who did not work, i.e. "make the city live"

, there is no "easy" way to do it, if you just have a monolithical group with a few team leaders. What happens if the team leader gives up? Or gets angry with the group? Or "sells out" the land? All these questions pop up every time a fantastic project comes to an end because its original proposers, for one reason or another, simply "go away".
One alternative, as envisioned by the Neualtenburg group, is having a form to "rotate" the leadership of the group, assign people different roles in mantaining the themed sim, get rules for what can be done and what cannot, and so on. The important part to remember here is
change. People change, SL changes, the city should change as well. Monolithic group structures do not deal well with change. No matter how good the "Utopia" is, if there is a change, you need to adapt to change. It's pointless to remain stubborn and insist that you want to "resist change" - SL is not different than RL in that aspect. You don't want to change - you die. That's why several projects are usually short-lived, or rather, they don't survive their original creators (yes, fortunately, there are some exceptions as well).
So, the Neualtenburger Projekt recognizes a few key issues, and almost all of them are annoying to be considered by most residents...
- We know that SL is not an anarchistic/libertarian utopia, but a benevolent dictatorship by the Lindens. This does not bother us in the least. We don't expect SL to be any kind of utopia, but rather the product of what the residents do with it.
- Despite what most people think, the basis of SL is change - not stagnation. The system changes with each new release of SL. New people with new ideas come into SL, and this disturbs the "establishment". Also, LL itself changes, and changes their own views. Success is for the ones better dealing with change, not for the ones relying on their year-long experience with SL to tell other people how to shape this world. LL doesn't do that, and they "own" the game; why should residents be more stubborn than LL?
- Dealing with change means a flexible group structure. You cannot rely upon the same old arguments, the same old ideas, the same old thoughts, or even the same old people, to come up with the necessary adaptation to change.
- So, one solution for long-term themed sim is creating a structure which allows for discussion of ideas on how the sim should be organized, and involving the kind of people that want to participate. You can call this structure whatever you wish - we role-play it and call it "government", since we are used to RL analogies. I.e. no one calls their land "my virtual space on the viewport" or so.
