DayZ - Tragedy of the Commons: The Game - Extra Credits - YouTube

Channel: Extra Credits

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You could argue that many of today's problems
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stem from humanity, as a whole,
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failing to remember the Tragedy of the Commons.
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And if you want to see a perfect model of that failure in action,
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I give you: DayZ.
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♪ [Intro Music: "Penguin Cap" by CarboHydroM] ♪
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The Tragedy of the Commons is an old economic and ecological theory that says:
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when resources are limited,
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personal self-interest actually works against itself.
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The classic example is common land in England:
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There was this patch of land in almost every village that everyone had access to, to graze their cattle on,
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And if everyone had put just a few cows out to pasture there, everything would have worked out great!
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But, of course it would benefit any given individual more
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to have as many of their cows grazing on the Commons as possible,
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because then they could use their own land as something more than mere grazing space.
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And so due to this short-sighted self-interest,
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each individual starts grazing more and more of their cattle on the Commons,
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and this quickly depletes the land,
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reducing the amount of food left for the cattle to graze on there.
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Seeing this, everyone then starts racing to put even more cattle on the land,
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because they see that the Commons isn't gonna last much longer.
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They gotta get as much out of it as they can,
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and of course, this dooms the land for good.
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It leaves everybody, even those individuals
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who initially got the most benefit out of it,
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more screwed than if they had just all figured out a way to use the space equitably,
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because now everyone has to graze all of their cattle on their own land.
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Admittedly, the Tragedy of the Commons is a super old-timey example,
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but, for a more modern one you can't do much better than DayZ.
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The default settings for a DayZ island, at least, originally,
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had it so that there were plenty of resources for everybody to survive and hold off the zombies.
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If everyone just works together and apportions their gear, saving humanity would be no problem.
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But, that's never how it actually plays out.
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Instead, everyone starts hoarding gear for themselves.
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And then when there's not enough gear to go around,
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people start fighting over it,
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using up all of those precious consumable resources,
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like ammunition and healing items.
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So now there's even fewer resources,
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because they're all getting spent in the fighting,
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and people now have to scramble even harder to get equipped
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and are even more likely to attack strangers
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or raid one another for items in the middle of a zombie apocalypse.
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Inevitably this leads to an almost inescapable cycle
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where humans fritter away the last remaining tools to survive,
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while the zombie hordes close in.
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The tragedy of Chernarus.
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And if you think about it,
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almost every zombie game - and, heck, most apocalyptic fiction - is built around this theme.
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This idea that it's so very easy to not see how the common good is
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also your personal good in a real, non-abstract way.
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Because even if you manage to horde this huge pile of food for yourself
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it won't make a difference if someone's just gonna snipe you for it,
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or if everyone dies and the zombies overwhelm you.
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And, in fact, when we design survival games,
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we actually count on this part of human psychology taking over,
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at least in the PvP servers.
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Most of these games are designed pretty similarly to DayZ,
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where the initial seed actually contains plenty of resources for all.
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Assuming they were divided well.
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But they never are.
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So! How can we learn to avoid this?
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Well, games are actually pretty great at teaching us to see the long view?
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Many games are all about planning for the future.
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Even action-oriented games often require you to manage resources.
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You don't just use all of your best guns and ammo all the time,
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you gotta balance your use of grenades and ammo
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so that you have enough when a tough battle comes.
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In single-player games,
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we've actually learned this lesson really well...
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...so it's kind of funny that it goes right out the door as soon as other players come into the equation.
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On an intellectual level, we all know that cooperation is smarter.
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If DayZ were a top-down zombie apocalypse management sim,
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where you could control what everybody was doing,
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cooperation would be a given because it would make winning so much easier.
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I mean, you don't win Starcraft matches by saying -
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"All right Marines, the Zerg are coming, every man for himself"!
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But the problem comes down to trust.
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As soon as we introduce one other person into the situation,
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especially somebody we don't know very well,
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all of a sudden, we don't trust them to play fair.
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We just assume that they are going to grab all that they can, so we should do the same.
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I mean if that's how they are operating, it's the only logical thing to do. Right?
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Which, of course, means that as soon as somebody falls prey to that psychological trap,
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even if everybody actually was planning on acting in the best interests of the group,
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now - everybody's gotta rush to sweep up as many resources as they can before they're all gone.
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It causes the exact scenario our paranoia had us so worried about.
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So how can we try to bring that long-term view that we've learned from single player games -
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- to our multiplayer experiences?
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... and also the world.
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Well...
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Most of the solutions we've found in the real world all have drawbacks.
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One is to privatize the resources,
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to give the Commons entirely over to individuals or the corporations,
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which incentivizes them to make those sectioned off resources sustainable.
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After all now they're playing a single-player game
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where they control everyone's access to the Commons.
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Of course, that generally sacrifices a lot of the benefit of those Commons being a shared resource.
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Sure, you'll have a place to graze your cattle forever,
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but now instead of it being a free resource
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it's only slightly cheaper than just grazing them on your own land.
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Another way we manage this in reality is to try to put in rules and punitive measures
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to prevent people from taking more than their fair share.
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"Yes, anyone can join our DayZ clan, but!
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If we see you taking too much
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we are going to shoot you, and we are going to feed you to those zombies over there."
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But the downside here is that now you gotta dedicate resources to enforcing your rules,
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again lowering overall efficiency.
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Better successful examples do exist though.
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In the real world you can find many examples of small groups, who know each other well and trust each other,
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simply agreeing to split the common limited resources in an equitable and sustainable way.
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And then everyone sticks to that - either out of trust, or social pressure.
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And it feels like there's got to be a way to practice establishing that system in games,
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to make ourselves get better at it,
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so that we can start implementing such communities in the real world on a small scale...
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...and then, maybe, even on a larger scale.
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But the other great real-world example is renewable power generation in Germany.
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Rather than punishing people for using fossil fuels,
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Germany has created incentives for using renewable energy.
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They... essentially made investing in renewable energy really easy.
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If you put some solar panels on your house,
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or if your community gets together to pay for a wind turbine out past the town limits,
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it's very easy to plug that energy into the power grid
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and basically sell the power it generates the same way a major power plant would.
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And as a result, Germany leads the major economic powers in renewable energy...
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So much so, that they're phasing out nuclear!
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More than that though, half of the renewable energy generation in Germany isn't owned by big corporations -
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It's owned by the citizens.
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So while renewable energy sources were a little bit more expensive at first?
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A lot of people didn't really mind, because they were actually getting paid when people used them!
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it seems that the secret to avoiding the self-interest spiral
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is in creating mutually beneficial incentive systems.
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And, if there is one thing that we are very good at in games,
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it's building incentive systems.
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But, perhaps the best way is for all of us to practice long term thinking...
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...to think about our resources the same way we think about them in games,
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and work on making the optimal play.
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So the next time you find yourself in a situation where it's really tempting to just -
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- go out and grab as much as you can, as fast as you can, before somebody else takes your share?
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Remember the tragedy of the Commons.
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Remember DayZ.
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See you next week!