One more thing (to really get to my point ) :
@ekadzati said in Pinatas, catatonia, and Montgomery Scott (or what matters the most to me in MMOs):
mean, why shouldn't PvP players be lauded for protecting the server? Why shouldn't there be crime statistics telling players the reputation of the areas belonging to certain others? Why shouldn't there be war between nations, religions, and beliefs that mean more than who got points on a leaderboard?
I like this, but the real world doesn't have an outside model imposing and enforcing contracts. The real world is a free-for-all, with emergent societal rulesets based largely on the fundamental reality of entropy.
And that's the problem: entropy is required to truly model the real world, but realistic entropy means that a MMO based on that model isn't going to be fun for many people, and thus it's (much) less likely have a sustainable population.
Perhaps the simplest example is perma-death: without that danger, breaking societal contracts (griefing) can't ever have the true risk it does in real life, and so the balances are invariably tilted toward the griefers (requiring clumsy ruleset after clumsy ruleset to combat them).
But perma-death is considered hard-core for a reason.
In short, death rules our world, but we rarely include anything like real death in MMOs. For that reason alone, I'm not sure MMOs can ever truly model the societal interactions of the real world.