War is Peace, OR Is It?
Pfenix Quinn
Unlike the real world -- more or less, though less lately -- most nations in the New World are constantly at war. War is a welcome and permanent institution of our in-game communities. The game model encourages a never-ending set of world wars between alliances.
The players, in our cleverness, have institutionalized training wars as a way to collect dopamine without having to be too concerned about our favorite e-nation getting wiped.
Stare into the candle, ponder that small light amidst the universal darkness, and questions will arise -- aside from the obvious ones regarding the underlying psychological effects that engaging in this kind of fun may or may not have on our real life immortality studies and on our actual ethical foundations -- interesting questions that are more objectively "ludic", that is, game-mechanical, in nature, like...
* Most fundamentally, is it possible for players to abolish war in eRepublik?
* If so, how so? And, importantly, at what cost? Both in terms of ups and downs of in-game dopamine production and consumption, and to the profits of Admin?
* What would be washed away in a war-terminating scenario? What would be the key and the most likely consequences?
eRepublik offers a rich tapestry for role-playing.
Interesting questions can be framed too regarding the "nature" or "politics" or "ethics" of war within the various popular eRepublikan story arcs, like...
* Can there be, in a literary sense, growth and development of a truly captivating and entertaining theory of "just war" vs. "unjust war" in eRep?
* Is the New World ever really on fire politically?
In other words, how does rhetoric regarding nationalism, dictatorship, revolution, imperialism, anti-imperialism, colonialism, occupation, and anti-colonialism -- or more generally "real war" vs "training war" -- play out?
Do we engage in that kind of play-acting purely for that extra dopamine kick -- the joy of re-affirming our pre-conceived notions in a safe context -- or is there an internally-consistent storyline to this kind of rhetoric? Something that would be recognizable and intriguing to a Hollywood screenwriter?
And then there's the good ol' cosmic question...
From the vast empty desert of our collective hive-mind staring into screens around the globe...
Open, waiting, desiring to be filled with button-pushing-induced dopamine...
Is there a marvelous shift that could smoothly sweep through the elements noted above -- the ground rules, the economic models (both in-game and real-life), the fun and fuzzy inter-zones of user-implemented tweaks and meta-play, the weaving and waxing and waning of epic tales that we recall and re-tell with joy, the attempts to overwrite eRep's rhetorical "manuscript" into a rich palimpsest, a work of art and a historical artifact, reflecting and exploring and capturing the feeling of real life concerns -- can all of that flow into a transcendent or numimous or otherwise extraordinary moment that will be like nothing ever seen or felt before?
And if so, and assuming the old esoteric tricks are known to us, and that some kind of connection to a power outside of ego and shadow is available to accomplish such a thing, then what is it that do we should not do in order to let such an event emerge?
Alas. My dear game-friends (...and Trite), increasingly I have fewer and fewer illusions about my ability to find or conceive of, or the wisdom of seeking, iron-clad categorical analyses. It turns out that our universe is a funnily fuzzy place and I cannot pretend to answer these questions definitively today.
Or any day.
Perhaps a few additional notes may assist in their ponderation...
Regarding war (real real war)...
War is conflict. It is killing and maiming. It is slaughter. Usually with some object of power or wealth or based on some bullshit ideological matrix which, in virtually every case, reduces to a pontifical row-echelon equating, metaphorically, to "my penis is bigger".
War is pleasure. Men love to exercise authority over other men and women. It is a pleasure to live on the produce of other people's labor and to profit from other people's resources. The victors in war are mostly after the booty.
War is impluse beyond pleasure. It is a death drive, a compulsion opposed to Eros, like Thanatos it is aimed at anti-survival, against sex or other creative life-creating drives. It is this impulse that makes war so difficult to do away with. If war were an entirely rational problem, it would have been abandoned long ago.
Regarding e-war (both "training" and "real")
War is not policing. In well-ordered and just societies, the role of police is supposed to be associated with a neutral authority charged with upholding justice, a lawful equity before which all are equal.
In war, on the other hand, parties in dispute choose mass violence.
Of course, this distinction is seldom absolute. The State shoots down strikers and protestors; the State often takes the side of the rich; all too often the State treats dissenters unjustly. And those abuses can lead to Civil War. Although this is a difficult and complex topic to unwind, international affairs benefit from good international policing, which becomes a more peaceful alternative to war.
In eRepublik the popularity of training wars can, perhaps, be understood as a kind of cooperative policing of the war module.
War requires bellicose men. Usually a small proportion of a population, the angry men predict, expect and encourage war and are happy with the prospect. Often reflecting the jabberwocky of real-world pomposities and grandiloquence, this style of stroppy gladitorial biliousness scales up (understandably, it is a game aimed at letting this kind of thing happen safely) by a considerable factor in the make-believe context of eRepublik.
In response, players who seek an "antitode" to e-war, especially with regards to the cosmic question, sneak in as much humor and good-natured friendliness as they can. A quick romp through the international e-press and commentariat reveals that such comedic impluses in fact percolate their way above the chest-thumping quite often.
Well. OK then. That's my Saturday morning screed. Hoping that Brother Custer will promote it so I can get a big dopamine rush.
Now it's back to music practice for me. Here's the first piano piece I've ever composed.
Much like this article, it feels a bit unfinished. But I like it...
Comments
"The people will believe what the media tells them they believe." -- George O.
sub pls : https://www.erepublik.com/en/main/newspaper/voz-de-arauco-277259/1
Spamming other people's articles is a guaranteed way to annoy folks. Kindly stop it.
It's something like, uhmmmm, a 7 years old boy pushing random buttons in his first piano.
Yep, that's just about my skill level at this point.
" Pacifism is objectively pro-fascist. This is elementary common sense. If you hamper the war effort of one side, you automatically help out that of the other. Nor is there any real way of remaining outside such a war as the present one. In practice, 'he that is not with me is against me. " also George O.
pacifism only works if everyone plays along.
sub pls : https://www.erepublik.com/en/main/newspaper/voz-de-arauco-277259/1
o7
sub pls : https://www.erepublik.com/en/main/newspaper/voz-de-arauco-277259/1
"I declare the war is over
It's over, it's over"
-phil ochs
sub pls : https://www.erepublik.com/en/main/newspaper/voz-de-arauco-277259/1
Interesting read, and listen! The philosophizing was expected. The composition was not. For me, the game was made less interesting by making war the primary focus, but I acknowledge that I am in a small minority.
If that is you playing the piano, you seem to have technical skills, as well as being a bit iconoclastic, but that part shouldn't surprise us, should it?
Thanks. It was played on a synth, composed on MuseScore.
I played eRep. during closed Beta and Beta.
There was no War module.
To me, the game was far more interesting.
Even when War Module first came out (full of bugs), fighting was prohibitively expensive, so you really had to be in a strong MU that would finance your fight.
And if you wanted to be member of Congress you could not leave the country to fight as an elected Congress member, staying in your country was a condition of holding your office.
Congress election were more fun as people voted for individual citizen. So if you wanted to be elected, you had to put an effort into it. (Not simply join top 5 political party and suck up to Party President. and .. congratulations, you are elected - like now.)
sub pls : https://www.erepublik.com/en/main/newspaper/voz-de-arauco-277259/1
Agree. The over-emphasis on war module has made the game more boring.
"To secure peace is to prepare for war."
Carl von Clausewitz
War never ends.
It just continues and evolves over time.
Old scores are settled and new ones arise until we forget why they started in the first place.
The killing is passed from the dying generation to the birth of a new one.
A bloodied sword held high.
And so the ring is complete.
In horror, madness, and agony.
sub pls : https://www.erepublik.com/en/main/newspaper/voz-de-arauco-277259/1
o7
sub pls : https://www.erepublik.com/en/main/newspaper/voz-de-arauco-277259/1
voted . real war is not peace but defence is not war either.