How must life be deformed in order to be fun?

Via Boing Boing, “Koster’s amazing “What are the lessons of MMORPGs today?”“:

Cory Doctorow:
Raph Koster — lead on Ultima Online, creator of Star Wars Galaxies, Chief Creative Officer of Sony Online Entertainment, and author of A Theory of Fun (a kind of Understanding Comics for games) — has published an hilarious series of aphorisms under the title ‘What are the lessons of MMORPGs today?’

Lone heroes can’t slay dragons. It takes an army.

People are only good at one thing.

That’s why it takes six people (all doing different jobs) to kill most anything.

You never, ever, ever change jobs. If you want to, you probably need to die.

You can be the best in the world at your job.

But so can everyone else.

And you will all do it exactly the same way.

Intelligent beings who have civilizations and languages of their own are generally evil and should be slain.

Many, if not all, wild creatures are highly aggressive and will attack on sight.

Evil is not redeemable; good is not a choice. Your morals are innate.


(via Wonderland)

It is interesting to see how reality must be deformed in order for gameplay to be compeling. Noting especially, the tendency for distinct division of good and evil.