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Myzel is an educational online community game developed at Vienna University of Technology by backbone.interactive. Players negotiate and create their own rules, economy, and political organizations.
Myzel: Selforganization in Networked Worlds presents the design and proof-of-concept evaluation of an online community game developed at Vienna University of Technology by backbone.interactive. Its central aim is educational: players must negotiate and create their own rules, economy, and political organizations within a simulated society, with the intent of helping them understand how modern societies function. The game's core mechanics include freely definable rules, a universal energy resource called Force that is extracted through refineries and distributed via pipes, key-based ownership, unions functioning as state-like units, clusters serving as interest groups, and a Powertoken system that enables both dictatorial and democratic governance.
The proof of concept was built and tested in Vienna between 2000 and 2001. It attracted roughly 1,000 registrations, around 150 active players, a core group of about 50, and a peak of approximately 30 concurrent participants. The findings indicate that the energy and information systems, particularly refineries and the publisher/eZine structure, drove gameplay, and that players spontaneously organized into company-like clusters. The low level of violence and the player-authored rulesets were well received, while the interface and the problem of avatar multi-registration emerged as significant weaknesses. The basic client-server architecture, weak security, and minimal investment in graphics and community support were identified as contributors to player attrition.
Further analysis shows that information trading as a commercial product was poorly accepted, partly because the community was too small to sustain new low-level roles and publishers struggled to recruit journalists. Player-defined rules proved difficult to enforce, and the sparse rulebook along with limited player skills constrained the development of a legal framework. As a result, only a few macro-actor clusters, namely refineries, publishers, and unions, emerged, and most disputes were settled face to face. Despite these constraints, the prototype sustained a community for about six months without marketing. The authors conclude that targeted conceptual refinements and a modern graphical interface could enable a larger virtual society to develop.