Ways that Cantr has succeed as a society simulator
Posted: Sat Jun 11, 2016 11:27 pm
Metaphors are like compost heaps, they always break down at some point. Metaphors don’t smell like cabbage and dog poo, metaphors don’t fertilize your tomatoes. If you’re trying to draw those conclusions then the metaphor has broken down. The best metaphors will draw dozens of parallels between ideas to help you understand one or both better, but there will always be a point where different things are, well, different, and the metaphor breaks down.
The same is true with simulation. Cantr isn’t society. Cantr is letter on a green screen, it’s code written by volunteers in their spare time, it’s far far far simpler than any society has ever been. Even the most complex part of Cantr, the players behind the characters, are very limited in what they can do. But there are still striking and sometimes unexpected ways that life in Cantr and life on Earth are really similar.
Of course there will be places where Cantr fails to emulate society in any meaningful way, and there will be times where the mechanics of the game force people to behave in ways unlike real life. I’m ok with that. The metaphorical metaphor (I’m talking about Cantr) will break down and fail to resemble the metaphorical compost heap (real life, you can draw additional parallels between life and rotting vegetables if you wish.) If it didn't it would just be life and not a simulator and I have enough life as it is.
I want to highlight some of the ways I think Cantr has been an incredible success in simulating society.
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Families – Despite being born or spawned fully functional, often knowledgeable, and generally capable of surviving on their own, Cantrians usually join a family. We usually call them towns and sometimes clans, tribes, companies, communes, armies or various other things; but when it comes down to it these groups of people more closely resemble a family than anything else in our world. If the groups were larger and more impersonal (if they were larger than 100 or so people they would necessarily be impersonal) you could call it communistic or fascistic, but they are much more relationship and trust centered than ideologically centered, so I think that families are the closest parallel.
I’m not necessary thinking of the core family, parents and children living in one house. That really a modern western understanding of family that exists only in rich cultures. But the broader kinfolk type of family that include cousins and second cousins who just view each other as family without wondering exactly how they are related. Usually this family is dominated by a patriarch or matriarch. Tribalism of sorts, but I think even tribes are often bigger and more complex than what we have seen in Cantr.
I think it is interesting that so many of the biggest, longest lived, and most successful groups in the history of Cantr change the name of the people who join them. They make them family. Either by adding a title (Stone Knight, Comrade) or adding a last name (McGregor, Blackrock) It makes family, even distant family from different towns and generations instantly recognizable to each other at introduction. Because the other person is family, they will help and even risk their lives for each other, knowing nothing more than the other person name. I think this has a lot more to do with familial bonds than it does with the oaths or commitments of the organization.
I’ll add more ideas as I hash the out in my own head. (plus dumping them all at the same time makes for a mighty jumbled discussion) And of course a forum wouldn’t be a forum if you didn’t feel free to add some thoughts of your own.
The same is true with simulation. Cantr isn’t society. Cantr is letter on a green screen, it’s code written by volunteers in their spare time, it’s far far far simpler than any society has ever been. Even the most complex part of Cantr, the players behind the characters, are very limited in what they can do. But there are still striking and sometimes unexpected ways that life in Cantr and life on Earth are really similar.
Of course there will be places where Cantr fails to emulate society in any meaningful way, and there will be times where the mechanics of the game force people to behave in ways unlike real life. I’m ok with that. The metaphorical metaphor (I’m talking about Cantr) will break down and fail to resemble the metaphorical compost heap (real life, you can draw additional parallels between life and rotting vegetables if you wish.) If it didn't it would just be life and not a simulator and I have enough life as it is.
I want to highlight some of the ways I think Cantr has been an incredible success in simulating society.
~~~
Families – Despite being born or spawned fully functional, often knowledgeable, and generally capable of surviving on their own, Cantrians usually join a family. We usually call them towns and sometimes clans, tribes, companies, communes, armies or various other things; but when it comes down to it these groups of people more closely resemble a family than anything else in our world. If the groups were larger and more impersonal (if they were larger than 100 or so people they would necessarily be impersonal) you could call it communistic or fascistic, but they are much more relationship and trust centered than ideologically centered, so I think that families are the closest parallel.
I’m not necessary thinking of the core family, parents and children living in one house. That really a modern western understanding of family that exists only in rich cultures. But the broader kinfolk type of family that include cousins and second cousins who just view each other as family without wondering exactly how they are related. Usually this family is dominated by a patriarch or matriarch. Tribalism of sorts, but I think even tribes are often bigger and more complex than what we have seen in Cantr.
I think it is interesting that so many of the biggest, longest lived, and most successful groups in the history of Cantr change the name of the people who join them. They make them family. Either by adding a title (Stone Knight, Comrade) or adding a last name (McGregor, Blackrock) It makes family, even distant family from different towns and generations instantly recognizable to each other at introduction. Because the other person is family, they will help and even risk their lives for each other, knowing nothing more than the other person name. I think this has a lot more to do with familial bonds than it does with the oaths or commitments of the organization.
I’ll add more ideas as I hash the out in my own head. (plus dumping them all at the same time makes for a mighty jumbled discussion) And of course a forum wouldn’t be a forum if you didn’t feel free to add some thoughts of your own.